IWD party
Cvijeta
Member Posts: 417
Half-elf female bard,
druid
Human paladin
dwarf cleric of tempus
Hafling rogue - chaotic evil
half-orc barbarian or human vanilla mage
What are your thoughts and suggestion?
druid
Human paladin
dwarf cleric of tempus
Hafling rogue - chaotic evil
half-orc barbarian or human vanilla mage
What are your thoughts and suggestion?
0
Comments
As a result, I think it's really important to have multiple "fighter-types". Their damage output is a totally renewable resource that never needs to be replenished-- as long as they're alive, they're dealing the exact same damage. Spellcasters are diminished in comparison as their spells dwindle down.
I'd also say having two "healer-types" (pureclass druid, pureclass cleric) is overkill, especially because after level 11 Vanilla Bards become the single best healer in the game. (They have a song that gives everyone regeneration, which lets them heal the entire party up to full whenever they want, and unlike divine spells it's a perfectly renewable resource, which is better for reasons already mentioned.)
You could switch the Cleric to a Fighter/Cleric and the Druid to a Fighter/Druid, which costs you the kits, (though Vanilla Druid is arguably better than any of the kits in IWD, anyway). That'll give you three "fighter-types". You could make your halfling rogue a Fighter/Thief, which will give you four. No, I don't think this is overkill, especially if you have the halfling focus on archery. (Alternately, you could do the Fighter/Cleric and the Fighter/Thief and leave the Druid as a pureclass to get faster progression to levels 14/15.)
I'd also go with the mage over the barbarian, because while fighters will carry you through most of the long slogs between rest points, it's really nice to have a high-level arcane caster to help out with the tougher parts. The bard can cover some of your arcane needs, and high-level bards actually get up to level 8 spells in IWD (instead of capping out at level 6 like in BG), but that's a long way off and your bard is probably going to want to keep singing through most of combat instead of switching to casting.
So maybe something like:
Bard
Paladin
Fighter/Cleric
Fighter/Thief
Druid or Fighter/Druid
Mage
If you want to see these interactions from the standpoint of "this is content and I want to see it", then that's fine, but if you're trying to powergame and you're worried about missing out on something important, I'll say that pretty much all the class/race/alignment rewards amount to a big fat nothingburger in the grand scheme of things. You'll get a couple thousand extra XP (out of the millions you'll finish with) and a couple hundred extra GP (out of the hundreds of thousands you'll finish with).
But I totally get that "Fear of Missing Out" is a real thing, it's neat that the developers built so much reactivity into the game, and it's nice to see it if all else is equal.
I would have a mage/thief or even a fighter/thief instead to get an extra fighter. The game is strictly linear and the locks and traps difficulty seem to be set for a multiclass thief so the quicker advancement of a single class thief is not needed. This allows for the half-orc barbarian if you go with the mage/thief. Half-orcs make great fighter types because of their 19 strength and constitution.
- dwarf dwarven defender with shield
- half-orc berzerker or human paladin undead hunter with the 2 handed weapon style
- gnome fighter/mage or elf swashbuckler, maybe half elf blade with the dual weapon style
- fighter thief mage or fighter thief or (if you take the swash) half elf bard with crossbow
- half elf fighter druid or half orc fighter cleric with sling
- halfling fighter (with a longbow) or elf archer with longbow
With this party you can complete the game and even do heart of fury level 1.
When you start a HoF run from level 1 u soon get used to it and all other modes are pointless.