I am just in the process of reading the manual and rolling dice to create my IWD party. I scanned through similar threads here regarding party setup und what bugged me was that most of the suggestions came down to picking fighter/x over pure/kitted classes. Which is kind of lame. I know the advantages of way lower THAC0 and being more versatile in combat, but for some reason I dislike it, when overly done.
So I know I want the following classes in my party:
The thing now is that I do not want to dual or multi class them. I only want to use their kits because I find them really interesting for the most part.
A general concern is that I only have one fighter class, the paladin. Are pure/kitted druids and clerics viable on the front line if it is not avoidable? Druids can shape shift and clerics can use heavy armor and buff themselves up. That sounds like melee combat should be viable for them if needed.
Also classes that are considered non-fighters have higher THAC0 and can only put a single point in weapon proficiencies. Will I be able to reliably hit my targets then later on? That is especially concerning for the druid, cleric and thief, because they are not considered fighters but they still should be able to do it to some extend, as the druid can shape shift, the cleric has buffs to make them more viable and the thief has high dex. to which makes him viable archer in theory.
So here is what I decided on (or not) so far regarding the class/kit and their weapon proficiencies:Paladin/Cavalier, ++ Two-handed swords, ++ Two-handed weapon style
> I am pretty sure I am set on that kit and wep. prof.Druid/Unkitted? +Staves?
> To be honest the kits do not sound very convincing. I really want to shape shift so Totemic and Shapeshifter is too limiting in that department. Avenger sounds fun but the extra spells and forms don't seem to add much to the class. Do their abilities somehow affect their power when shape shifted? E. g. does higher const. also mean that the druid has more HP when shape shifted?Cleric/Lathander, +Hammers, +Slings (Dwarf)
> I like that the cleric can buff themselves up a little with Boon of Lathander (it should even stack I read). And their immunity to level drain and the Hold Undead ability sounds nice as there are a lot of undead in the game.Bard/Unkitted, +Crossbows/+Darts, +Daggers?
> I think the wide variety of bard songs make the unkitted bard the best choice. Are there any good crossbows, darts or throwing daggers in the game? What should I pick first? It is not that important I guess as playing a bard song makes it impossible to act anyway. And if I want them to do something other than play a song they will most likely have to cast a spell anywayThief/Bounty Hunter, +Short Swords, +Short Bows
> This kit sounds so nice in theory. I really like sneaking around and setting up traps. The bounty hunter gets less points in thievery but I did read it is sufficient anyway. But how does their focus on traps restrict the rest of their thievery skills? Do I get enough points to actually stealth/backstab here and there and will I be able to reliably open locks and find traps? I will ignore pick pocketing, as the bard can do that as well. I hope I can reach 100 in Open Locks, Set and Find Traps as soon as possible.
In combat I want to use the Bounty Hunter as archer. Is that viable?Perhaps I could also go with an Elf as race because of the bonuses in long swords and bows.Mage/Illusionist, +Darts? (Gnome)
> I am not really experienced when it comes to mages, but choosing a mage specialization will give you more spell slots right? So the question now is what should I choose? Illusionist sounds fun, but do I miss out on a lot of useful spells not being able to use Necromancy? What weapon prof. are useful?
Thanks for your time and help TLDR
I dislike Fighter/X classes and prefer pure classes or kits. That's what I have so far:
Is that any good? Am I lacking something? Too many/few melees/ranged/casters?