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Someone tried 3x Multi class

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  • atcDaveatcDave Member Posts: 2,154
    edited February 2013
    Selaboc said:

    I've never had a problem with dying in Irenicus' dungeon. Mind you, I hit pause and drop my gear before it 's taken from me, so that may have something to do with it :)

    I've never done that, but I have a similar "cheat" I've done a couple times. Logically, I wasn't carrying my 160K gold pieces WITH me at the end of BG, right? I had it on deposit somewhere, whatever the medieval-fantasy equivalent of banking is, I had it somewhere. So I figure a week after I escape Irenicus dungeon is enough time to have my money delivered to me in Amn from Baldur's Gate and I ShadowKeeper it in.

    It's fun. But it seriously breaks game balance when you can suddenly buy what ever you want right at the start of the game! But every now and then it's fun to play a broken game...
    Post edited by atcDave on
  • AHFAHF Member Posts: 1,376
    If you do Baldur's Gate trilogy, there is a merchant in BG1 (connected to where you clear out the dopplegangers if you helped the merchant in the Cloakwood Forest) that reappears in BG2. Not a recurring character so much as anything you sell to said merchant is available to be purchased in BG2 (it is the merchant at the top of Waukeen's Promenade). You can purchase back some of your BG1 equipment if you can't stand parting with that Dagger of Poison, etc.
  • toanwrathtoanwrath Member Posts: 621
    @Anduin
    I have sometimes beaten the golems. They do give you a +1 Quarterstaff to beat stick them with after all. I think I may play on Core I the future, but I practically NEED those max HPs on level up. Otherwise, how else can I reliably expect Kagain to have over 100 HP to tank with?
    Also, what is SCS? That and Ascension are mods I here about frequently that affect gameplay difficulty...
  • toanwrathtoanwrath Member Posts: 621
    atcDave said:

    toanwrath said:

    Anduin said:


    I assure you that you will still die horrible grisly deaths in BG2:EE with the xp cap removed... Just don't expect to die in Jon Irunickerlesse's dungeon as often...

    On the flipside... I could just be a crap player, and perhaps core difficulty is not for me.

    I consider myself an atrocious player, as I always play on "normal difficulty" and still die occasionally.
    However (and maybe this is because of my low difficulty level) I have never died in Ironicus (whoops Irenicus) dungeon...is that a common thing?
    Everyone dies occasionally, bad luck is part of the game.

    I also have never found Irenicus' dungeon very difficult. But there are popular mods out there that make every battle a ferociously hard epic challenge. So yeah, I've seen a non-canon version of that dungeon that's very difficult.
    Hmmm I might try that mod if only to have something new to start with rather than goblins, mephits, more goblins, more mephits, OMG DUERGAR!!...more mephits...

    I do enjoy "dungeon-be-gone", as it means I can start forming my party twenty minutes earlier instead of goblin whomping!
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Psh, Polymorph Self: Sword Spider is all a mage needs to get through Irenicus's dungeon.
  • GaNoNGaNoN Member Posts: 151
    atcDave said:

    Selaboc said:

    I've never had a problem with dying in Irenicus' dungeon. Mind you, I hit pause and drop my gear before it 's taken from me, so that may have something to do with it :)

    I've never done that, but I have a similar "cheat" I've done a couple times. Logically, I wasn't carrying my 160K gold pieces WITH me at the end of BG, right? I had it on deposit somewhere, whatever the medieval-fantasy equivalent of banking is, I had it somewhere. So I figure a week after I escape Irenicus dungeon is enough time to have my money delivered to me in Amn from Baldur's Gate and I ShadowKeeper it in.

    It's fun. But it seriously breaks game balance when you can suddenly buy what ever you want right at the start of the game! But every now and then it's fun to play a broken game...
    A secret stash or a vault ^^ that would be the term
  • ZuttiZutti Member Posts: 94
    toanwrath said:

    @Anduin
    I have sometimes beaten the golems. They do give you a +1 Quarterstaff to beat stick them with after all. I think I may play on Core I the future, but I practically NEED those max HPs on level up. Otherwise, how else can I reliably expect Kagain to have over 100 HP to tank with?
    Also, what is SCS? That and Ascension are mods I here about frequently that affect gameplay difficulty...

    SCS is a very large mod called Sword Coast Strategems. For the most part, it corrects issues with enemies' AI, but you can tweak each component to make it more or less difficult.

    For instance, you can set it up to where you enemies will drink a limited number of healing potions in combat, and then drop a certain percentage of their unused potions on death(to simulate breakage). You can also set enemy mages to pre-buff before your party arrives so you cant cheesily backstab them to death before they see you. Your own mage walks around all day with armor and stoneskin on, why wouldn't the enemy?

    Alternatively, you can disable one or both of these modifications(as well as droves more) to make the game as challenging as you please.
  • AHFAHF Member Posts: 1,376
    toanwrath said:

    @Anduin
    I have sometimes beaten the golems. They do give you a +1 Quarterstaff to beat stick them with after all. I think I may play on Core I the future, but I practically NEED those max HPs on level up. Otherwise, how else can I reliably expect Kagain to have over 100 HP to tank with?
    Also, what is SCS? That and Ascension are mods I here about frequently that affect gameplay difficulty...

    SCS = Sword Coast Strategems. It is a mod that significantly improves the enemy AI. For example, if you creep along the edge of the fog of war picking off enemies in the bandit camp as a strategy the enemies will now "shout out" when they are attacked and the camp pretty well mobilizes and comes swarming after you. Mages use buffs like stoneskin and melf's meteors that are active before you encounter them (similar to how PC's act). Etc. This mod significantly raises the difficulty level. There are two versions - one for BG1 and one for BG2. If you have a BGT install, you install both of them. Ascension ramps up the difficulty for BG2/TOB - especially the end of SOA and TOB portions.

    Both are great for people who have played the game often enough that it is difficult not to metagame or who just want to amp up the challenge.
  • emjayemjay Member Posts: 84
    The problem I've found with the irenicus dungeon in scsii is that you can only seem to rest once without being interrupted. And the fact that a charname character has no spells memorized initially is a bit rough. So soloing the initial dungeon would be crazy hard. I've done it without jaheira but you really have to ration spells especially as your melee gear is poor the duergar can still put serious hurt on
  • emjayemjay Member Posts: 84
    Don't get me wrong though scsii is great later on but if you want to solo the start is quite tricky
  • ArcalianArcalian Member Posts: 359
    I did it in BG2 once.

    Once.
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  • RogueNRogueN Member Posts: 10
    Madhax said:

    Yeah, it's worth noting that a F/M/T will never reach level 9 spells, even at the end of ToB. This is why I, personally, prefer to do 2-class multiclasses. A Fighter/Mage, for example, will get to level 9 spells eventually.

    are you sure about this? i remember playing F/M through TOB , solo with cap removed, and at the final fight i think i was around 40/40 with plenty of 9 lvl spells.
    reason i ask is because now i play F/M/T solo with the idea to carry over to BG2EE, don't want to bother if i can't have enough lvl 9 spells.

    On a sidenote, F/M/T is only worth if you solo and game is not balanced for this. what you can expect:

    - you play faster
    - some encounters are more difficult since you are alone, especially at low levels when you have no spells to handle crowds
    - some are easier since you will outlevel bosses if you solo, if you want challenge you need BG1 stratagems mod (doesn't yet work with BGEE as far as i know)
    - you will be versatile and able to handle any situation like a true Bhaalspawn should be in the first place!
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Obviously if you remove the cap, multi-class are infinitely better. The cap is there in a meager attempt at retaining some shred of balance, in a world where demi-human race caps were removed without penalty.
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  • atcDaveatcDave Member Posts: 2,154
    Bhaaldog said:

    Obviously if you remove the cap, multi-class are infinitely better. The cap is there in a meager attempt at retaining some shred of balance, in a world where demi-human race caps were removed without penalty.

    It would be interesting if the those caps were introduced...
    They were used back in the old Gold Box games. It certainly introduces some different issues. But generally it means Demi-humans aren't very usable in most games.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited February 2013
    I wouldn't mind if they used unlimited advancement for single class, and Cap+4 advancement for multiclasses. That would allow multi's to become strong without being overpoweringly so (as is current), and not penalize a demi-human for wishing to be a single class (with full hard caps, a Half orc could only be a lvl 4 cleric at max..with exceptional stats rule for single class, a max of 7, or with the delayed advancement, take 4x more xp to level per level after lvl 4.) Humans are already penalized by GREATLY nerf'd dual-classing, and it would square things up in my opinion based on the racial benefits the other races get. That, or implement full PnP accurate Dual-classing for humans. (Any class, as long as you meet the requirements, 1 of each pool at max, and separate Specialists from the kit system (can still only have 1 kit per character, but a Kensai/Enchanter would be perfectly legal in PnP) since the book clearly says that humans CAN dual INTO specialists and specialists are not kits (they're just Mages with different rules, and can take mage kits on top of being specialists, as long as they have access to all the schools the kit requires (only at creation though. Complete Fighter and Complete Wizard both specifically say kits can only be taken at creation).

  • moopymoopy Member Posts: 938
    @RogueN

    A legit F/M/T can't go over 18 (F)/17 (M)/22 (T)

    With a cap of 8 mil xp, each class can't go over 2.66667 mil xp.

    And mages don't get their first level 9 spell (Only 1) until level 18.
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