What, in your opinion, would be the worst party composition in a fully pregenerated party?
RVNS
Member Posts: 285
Simple, if you pregenerated a full party( without class or kit duplication) what do you think would be the worst party composition?
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Human Thief
Human Beastmaster
Human Cleric
Half-elven Cleric/Thief
Human Bard
Human Sun Soul Monk
That excludes a lot of mage spells, most racial bonuses, and Carsomyr; restricts physical damage resistance stacking in ToB; adds redundant cleric and thief levels; and gives you the weakest kit for each class available.
I like it! Very well thought out.
Mine was similar,
Human Bard
human thief
human beastmaster
human cleric
human monk
human wizardslayer
I think yours is definitely harder though.
I am interested to see other posts in regards to this.
Gnome Barbarian
Half-Orc Thief
Elf Beastmaster
Dwarf Cleric
Human Monk
Halfling Fighter
Also a hard list, especially to attempt a race restriction as well.
- Human or Half-Orc Assassin: only 15 thieving skill points per level, nerfed poison weapon ability
- Transmuter: lacking abjuration spells means no spell protections and almost no debuffing
- Human Beastmaster: more weapon and armor restrictions than other warriors for negligible gains
- Human Wizard Slayer: slow XP progression and thus slow MR progression in a full party, especially a non-shorty who can't rely on saves until late SoA,
- Human Cleric: no perks like the kits
- Sun Soul Monk or unkitted Monk: both vulnerable for a long time (Dark Moon Monk a bit stronger defensively)
Also very strong choices(or weak choices in this situation)!
had not put much thought to the assassin, or the transmuter. Both would be difficult.
I was trying to go without class duplication and kit duplication if I could. Although that right there certainly would be rough to run!
Gnome cleric (17 wisdom)
Human bard
Human monk
Human druid
Halfling Kensai
If you can keep the halfling alive somehow, you might be able to make this not suck too badly...
Half-elf: identical to human, but with 30% resistance to charm and sleep spells.
Elves: low CON, but high DEX and 90% resistance to charm and sleep spells, as well as a +1 bonus to THAC0 when using bows and longswords
Dwarf: low DEX, but high CON and large bonuses to saves vs. death, wands, and spells that increase with CON
Halfling: low STR, but high DEX and large bonuses to saves vs. death, wands, and spells that increase with CON, as well as a +1 bonus to THAC0 when using slings
Gnome: low WIS, but high INT and large bonuses to saves vs. wands and spells that increase with CON
Half-orc: low INT and CHA, but high STR and CON
The short races all have massive bonuses to saving throws, which are very important in BG.
I've played every possible class (unmodded) multiple times and don't think there's any configuration that would make the game that much more difficult. If you nerf stats & proficiencies and introduce equipment restrictions it's a different story, but that doesn't seem to be the point of this thread.
If you restrict yourself to no more than one of each basic class type, the following list would seem the weakest full party to me, but I think it would still be pretty easy to make progress in an unmodded game unless you introduce additional restrictions:
Human wizard slayer
Human beastmaster
Human paladin
Human monk
Human druid
Human assassin
I would not include a druid in this setup. They're not nearly as strong in BG1 as clerics, but they are spectacular in SoD, game-breaking in SoA, and are on par with clerics with ToB. Plus, you cannot create a druid/thief without mods, so you can't add the same kind of redundancies that you can with a cleric, cleric/thief, and thief in one party.
Nor would I include a paladin. They are solid damage dealers and roughly on par with fighters even without Carsomyr on hand. Fighters in general are very effective; Beastmasters are the only ones who cannot fulfill normal fighter roles due to their weapon limitations.
I agree that druids are pretty strong and that was the 6th character I settled on. There's a potential argument for a cleric instead. However, clerics are so much better during early levels (when the party as a whole is most vulnerable) that I thought they shaded it overall.
@RVNS: if you don't mind micro-management, you can 'song twist' with a bard. The engine only checks once every six seconds whether the Bard song is active. When you get the "singing bard song" message in your action log, you have six seconds to cast a spell and/or make an attack. If you click the bard song icon again within those six seconds, you'll reactivate the song just in time for the next check ensuring the song buff is active all the time.
If you're playing at the standard 30 fps, the real timing of the action on your computer will approximate those times, i.e. a round will last around 6 seconds (ignoring pauses and the slowdown you tend to get in large battles).