Black Pits: Our New Sandbox for Character Builds

I've played a number of singleplayer games with multiple PCs (via MP mode) for BG1 over the years and actually enjoyed them a great deal. There really isn't all that much banter or interaction between NPCs in BG1 to begin with. Most of their personality gets expressed through the various combination of elements that the player can also create: class or kit, stats, weapons profs/skills focus, custom portrait, custom soundset. If you want to get more creative you can Shadowkeeper a special ability, which can be kind of fun.
Granted, player-created PCs (serving as NPCs) don't have quests or backstories--which, in my book, is what clearly makes the game's NPCs preferable. I'm just observing that for most of the game's duration, the NPC's personality arguably expresses itself through the basic building blocks mentioned above.
And those who have played Tutu or BGT for years now also know that the BG2 engine gives us many kits to choose from in BG1 (including modded ones).
So it is in this vein that I'm actually looking forward to the Black Pits as a standalone game. It gives me a chance to experiment... to play in the sandbox, as it were... with various builds--and to do so without investing time into a full BG:EE game in order to try them out. There's a lot of kits that I want to try, and have just never gotten around to. And there'll be even more to try once mods are refitted to BG:EE's WeiDu.
The Black Pits will be a kind of lab for me to see what sorts of PCs I can build for the BG:EE and eventually the entire saga. And, for me, that's something that I appreciate... and arguably, I think I may prefer having as a standalone feature...
Thoughts?
Granted, player-created PCs (serving as NPCs) don't have quests or backstories--which, in my book, is what clearly makes the game's NPCs preferable. I'm just observing that for most of the game's duration, the NPC's personality arguably expresses itself through the basic building blocks mentioned above.
And those who have played Tutu or BGT for years now also know that the BG2 engine gives us many kits to choose from in BG1 (including modded ones).
So it is in this vein that I'm actually looking forward to the Black Pits as a standalone game. It gives me a chance to experiment... to play in the sandbox, as it were... with various builds--and to do so without investing time into a full BG:EE game in order to try them out. There's a lot of kits that I want to try, and have just never gotten around to. And there'll be even more to try once mods are refitted to BG:EE's WeiDu.
The Black Pits will be a kind of lab for me to see what sorts of PCs I can build for the BG:EE and eventually the entire saga. And, for me, that's something that I appreciate... and arguably, I think I may prefer having as a standalone feature...
Thoughts?
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Comments
The main benefit of the Black Pits would seem to be if you want to do this in the sub-level 10 range rather than the sub-20 range.
Edit: I guess I can also appreciate it in terms of wanting an even more thorough test-run of a certain build or party composition, i.e. like in a series of varied encounters such as the Black Pits can be expected to deliver. This is harder to get in ToB unless you tolerate a certain amount of story content in between. But on the other hand it's possible that you have to get through a number of simple fights in the Black Pits until you reach the ones that truly test you.
So I leveled up a character in Black Pits in order to re-import it into BG:EE and dual class him. I just switched classes and have been killing Gnolls for a bit and so far my new class xp level stays stuck at zero. Has anyone else experienced (no pun intendede) this?
Thanks!
That makes sense. However, I think there is a slightly deeper issue. I ran some tests. I switched my L9 Fighter to Thief in Black Pits just to try it out. The PC still won't gain XP even in Black Pits. So it seems the XP cap is cumulative and affects dual classing dramatically. I can't say I am not a bit bummed about it. I know game balancing is touchy and all, but it is a big limitation for dual-class purposes... sigh...maybe some DLC will address the issue officially without recurring to hacks/mods...
http://forum.baldursgate.com/discussion/10212/a-simple-xp-cap-remover
It worked.
I just hope my PC will be BG2:EE compatible eventually....
In the Black Pits, each class has its own XP cap; so as a level 9 fighter, with however much XP that is, when you dual-class to a thief the XP cap becomes whatever the number is for a thief to reach level 10.
Since that number is lower than your current XP as a fighter, the game prohibits you from gaining any more.
(if it sounds like I know what I'm talking about, it's because it was explained to me by someone else. For the moment, at least, there's no "fix" for this apart from adjusting the XP cap manually.)