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Ability to choose kit for characters with vanilla class

alnairalnair Member Posts: 561
edited October 2013 in Feature Requests
(I have no idea whatsoever about how this works - or even whether it exists - in PnP... insights appreciated, although I don't think it should influence the hypothetical implementation in the game)

If a character (PC or NPC) is a single-class with no kit, instead of (or alongside) the "Kit Description" button there could be a "Choose Kit" one. Of course it could have some limitations, other than the obvious race/alignment ones, and some kind of drawback, like an experience loss, or disabling the possibility to dual-class for humans.

Technically, the feature should just replace the character's class with a level-1 version of the kit and set the character's XP to (e.g.) 80% of the current amount, so that the player could level up and choose the appropriate skills/proficiencies. If the hit-dice is different from the vanilla class, or if losing the XP led to losing levels as well, HPs should be rerolled.

(This would solve once and for all the need for mods dealing with BG1 NPCs' classes.)
Post edited by alnair on

Comments

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited October 2013
    Kits can only be taken when first becoming a class. You can technically dual-class into a kit as long as you don't already have one, but you can't decide later to become a kit after the fact. And under no circumstance can a character ever have more then 1 kit. (Specialist Mages are separate classes from a normal mage, rather then kits as BG2 implemented them and can take a kit as long as they have the required spell access for it). Only the Wild Mage currently is a kit, though technically the sorcerer is also a mage kit in 2nd edition).

    A couple kits like the Wyrmslayer, Red Wizard, and Hathran are slight exceptions. They technically start as a Paladin, Specialist Mage, or Mage (Hathran specialists are allowed, but invokers, conjuerers, or necromancers are not recommended), and make their intention to become that kit known at creation, and once they achieve certain requirements as detailed for that kit, become that kit.

    An aspiring Wyrm Slayers, once they deem themselves ready, are given a mission to kill a specific dragon, and upon success becomes a Wyrmslayer. If they fail due to someone else killing it first or simply never finding it, they remain a normal paladin.

    An aspiring Red wizard has to pass a series of magical examinations and tests requiring use of at least 5th level spells, and then be selected as 1 of the 10 per province allowed to advance as a Red Wizard each year. (success grants them an extra spell per spell level to use for their chosen school, but lose greater (5th+) access to another school of magic in addition to their regular opposed schools due to increased focus on their specialized school).

    And an aspiring Hathran has to perform a mission to prove that they are ready to join the order as a full sister. (Once successful, they can learn spells from the lesser healing, lesser protection, and lesser warding priest spheres as if they were mage spells, but cannot cast spells that create items, animate the dead, or are used in creation of magical items, or greater (5th+) necromancy, evocation, or conjuration spells. Hathrans with cleric levels can use their cleric or hathran level for caster level checks for spells from the lesser healing, lesser protection, and lesser warding spheres, which ever class is higher).



    The majority of kits though MUST be chosen at creation.

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