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agarik
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Post edited by agarik on
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You have to compensate halfling's 17 max STR, though: by your caster's Strength spell, by your innate abilities, by items (available further in BG1 and easily accessable in BG2).
If STR is not a worry, then CON shouldn't be either - there're rings of regeneration in BG2, and you can sue innate Draw Upon Holy Might to regenerate before resting/travelling.
Edit: Having said that, I feel compelled to point out that despite thinking that the halfling is better, I still prefer the dwarf. I can't plan a campaign without wanting the best endgame stats imaginable. And so a dwarf with the evil hell rewards, the Axe of Unyielding and Crom Faeyr could go meet Amelissan with the stats 25, 21, 24, which I find pretty rad.
Otherwise you will be stuck with STR 17 forever.
All that gear that sets or improved STR are out of reach.
Even with the Tome you will only get 18 - way less than any exceptional strength score.
The machine and the deck are way too close to the end of the game.
I'd lean closer to Halfling because of their +1 aim on missile weapons. A lot of mage fights start from a distance so getting that first hit in early (remember you can't rely on the boots of haste - edit, my bad, you can use boots) is essential.
Note that WS can also use quite a number of items not mentioned in the very brief description in the game. That includes for instance healing potions and antidotes as well as tomes (you clearly already know of the latter). They can also use green scrolls - which is how you can do the sirines safely.
Whether a dwarf or halfling is preferable depends on your playstyle and which game you're playing. I would say the dwarf is a bit easier in BG1 thanks to the high strength. In BG2 the halfling does have a significant advantage in being able to use Mazzy's sword, while differences in stats make much less of a difference.
And wizards have a lame AC anyway. If you can't touch a wizard will be due to PfMW, not AC/Thac0.
And both get shorty saves anyway - the dwarf benefits even more due to the CON boost: on top of the saves they may achieve regeneration, what opens cleric's spells slot to boost spells instead of healing.
Halflings may get a slightly higher AC (1 point lower than a dwarf if they both start with maximum Dexterity), but armor and shields are not a problem for the WS.
You're not missing "a single STR", but Exceptional Strength. That is very different.
Well, your argument about DUHM is cheating, as you're twisting the game mechanic to do something that the spell was not designed to do. High CON right from Chapter 1 will provide full healing when you sleep and every time you travel.
And if you're designing a character that will be fully developed only in ToB anything is viable.
But seems like you made your mind already, so this discussion is pointless.
I don't like them, so I don't use them and I don't plan anything based on them. But it is a personal taste, nothing against someone using them.
In fact, one of the players that I like to follow on the no-reload thread ( @semiticgod ) uses them a lot.
If you wanna take this path (exploit) I don't think I'm the right person to give advice, despite considering myself kind of an expert when it comes to WS.
Good luck!
As for tomes and scrolls I'm not sure why you think they are not magic. All the tomes in the game are specifically described as magical in the item descriptions. They are the result of spells being cast on the books, but even if they were divine in origin a wizard slayer should still not be able to use them. I suspect the reason why they are allowed is that players made a fuss during the early development of BG about the unreasonable disadvantage to WS of not being able to increase their stats.
By the way gaze attacks are not magical - so don't expect a protection from magic scroll to help against basilisks (protection from petrification will do so, however).
I don't think DUHM for regeneration during resting is all that big of a cheat. You can already use the "rest until fully healed" option to heal to 100% HP during a rest; it just takes longer (which I think increases the risk of a rest ambush). There are a fair number of safe places to rest anyway. The DUHM trick is more of a convenience "cheat" than anything else. It doesn't let you do anything really dramatic or new; it just speeds up an existing process.
For what it's worth, in my experience, Bhaalspawn healing powers already factor into rests. My solo characters, none of which have ever had above 19 CON, usually only have to rest for 16 hours at most when wounded.
I’m definitely team Halfling here: get grandmastery on a ranged weapon early, and the regeneration won’t matter anyways. Low strength only really matters for carrying capacity and sling damage.
The other is a hobbit.
At least now we know why Baldur's Gate characters always hold their weapons in their hands. No suspension allowed.
But why does the wizard slayer still have an inventory? Can a backpack be considered armor?
And there's a point on non-magical stuff. So the plain helmet is ok. See no point to wear the non magical boots though. And there are no non-magical belts in the game.
Halflings are the best Swashbucklers.
I recommend Wizard Slayer Rebalancing mod - this is how the WS should be made in the original game in my opinion. For example, mod gives a special native ability (not HLA) called Shatter magic. When WS uses this ability his/her native magic resistance is nullified because now MR is used offensively, it is somewhat channeled by WS to perform the strike. After the strike is made, his MR is (temporarily) depleted and he can not perform any special actions for a couple of rounds until he recovers. Awesome. Simply awesome. How MR is made to be dynamic and the class becomes to be much more than the vanilla's common fighter with a cheesy MR as a bonus. Not to mention a neat, conceptually, thematically accurate HLAs that the mod adds.
Rebalanced Wizard Slayer (and vanilla Barbarian) is the best fighter class in the game in terms of class balance and overall game design, in my opinion.
ps. I see you already went for the kneecaps, well, just my two cents.
I don't see how that's an argument. But then, I have always had trouble comprehending the idea behind wizard slayers. Limiting your use of magic depending on where on your body you are carrying something does not seem reasonable to me. Wearing a magical ring is not okay, but wearing a set of armor that is imbued with the exact same spell is completely fine?
If I were to design the wizard slayer, I'd forbid any and all effects of arcane magic, but I'd give them a special ability to strike with any non-magical weapon as if it were magical.