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No APR change with black blade of disaster

unavailableunavailable Member Posts: 268
The description of the spell implicitly says that wielding the black blade of disaster of a spell caster will make apr go up as if the person has 5 stars in that weapon.

well after further testing it looks like you need fighter levels to get an increase in APR. My bard (unkitted) got nothing, but my f/m did. I'm tempted to call it a bug, but baldurs gate is infamous for those annoying undocumented exceptions to the rule... maybe it works as intended?

Comments

  • Grond0Grond0 Member Posts: 7,326
    As intended I think. Only fighter types benefit from the extra APR from weapon proficiency - some other kits can access these proficiencies, but they only get the THAC0 and damage bonuses and not the APR.
  • PantalionPantalion Member Posts: 2,137
    As Grond0 said, only warriors gain APR from specialisation, Swashbucklers etc never gain the extra APR.

    You should still get the +3 to hit, +5 to damage though, I reported it not giving Grand Mastery correctly a few versions back and it was supposedly fixed.
  • jsavingjsaving Member Posts: 1,083
    My understanding Is the devs made the APR change so people wouldn't automatically shy away from putting singleclass fighters in their parties. So it's a working-as-intended change from the pencil-and-paper rules for game balance purposes. There are plenty of mods that restore the bonus APR for classes that can put five stars in a weapon, but I'm not sure whether that would apply to spells like BBD.
  • unavailableunavailable Member Posts: 268
    I don't know why I'm surprised by the partial and inconsistent implementation of a game mechanic in baldurs gate. I suppose balance reasons is the only explanation, though I don't agree with it at all considering the scroll is non existent for half the trilogy and that you're not supposed to level high enough to memorize it until after your first 40+ hours of BG2. Whether it is balanced or not after so many hours of BG is a minor point of issue at most. Mainly it just frustrates and reduces the confidence of the players in Biowares ability to be consistent and transparent.
  • kjeronkjeron Member Posts: 2,367
    It's right in the description of each weapon proficiency at chargen/levelup:
    Specialized (2 slots): The character receives +1 to hit, +2 to damage, and (for warriors only) an extra 1/2 attack per round with the selected weapon. ... Grand Master (5 slots): The character receives +3 to hit, +5 to damage, -3 to Speed Factor, and (for warriors only) an extra attack per round with the selected weapon.
  • unavailableunavailable Member Posts: 268
    good point.
  • PantalionPantalion Member Posts: 2,137
    Mages
    Job: Rewrite the fabric of reality.

    As a multiclass? No problem!
    With a scroll? No problem!

    Fighters
    Job: Learn to swing a weapon 20% faster.

    As a multiclass? Nope! Too complicated.
    By rewriting the fabric of reality? Nope! Too complicated.

    D&D logic.
  • jsavingjsaving Member Posts: 1,083
    I'm having trouble seeing why multiclassed fighters suffer more than multiclassed mages. Don't multiclass mages also dish out less damage per round due to their lower caster level, as well as suffering big delays in getting 9th level spells?

  • PantalionPantalion Member Posts: 2,137
    @jsaving

    Imagine if the multiclass mage could only get level 4 spells. Only pure mages or specialist "kit" (like the Bard or the Sorcerer) can get any higher than that (and the Sorcerer is limited to getting only certain spells up to level 9).
    What's more, if anyone gets access to spells above level 1, (say, by scroll, a wand, or having a specialist) and they're not any type of Bard, Mage, or Sorcerer, then their Caster Level always counts as 1.

    That's about how it is with Fighters and Grand Mastery:

    At 8e6 experience, a multiclassed mage has:

    Level 9 spells.
    Caster level 20.
    1 fewer level 6 spell.
    2 fewer level 7, 8 and 9 spells.

    The only thing a multiclassed mage doesn't do as well as a pure mage is Dispel magic checks, which clerics do better anyway, and the actual quantity of spells available to them, which is largely irrelevant.

    At 8e6 experience, a multiclassed fighter has:

    Weapon Specialisation at most - 2 pips.
    5 fewer weapon proficiency pips.

    It is literally easier to cast "Wish" than it is to swing a sword 20% faster. D&D has always had a weird delusion that "being a good fighter" is something powerful that must be restricted, rather than something mediocre that is largely irrelevant to everyone else.


    More sensible system? Have Fighter's access to weapon specialisation be level dependent:

    Level 6: Specialisation.
    Level 9: Mastery. // 2nd Style pip.
    Level 12: High Mastery.
    Level 15: Grand Mastery. // 3rd Style pip.

    - Have specialisation and above grant the bonus APR to anyone who has it. Because duh.
    - Have Fighter kits, Rangers and Paladins count as Fighters half their level in qualifying for specialisation, so a level 30 Ranger or Paladin can finally get Grand Mastery.
    - Have other classes count as Fighters one quarter their level. A level 40 Bard or Cleric could have Mastery in two weapons, and two other weapons they are Specialised in, a level 31 Mage or Druid would end up with two weapons specialised.
    - Have Multiclasses and Dual Classes use the best of progression as usual. Fighters count their Fighter level, Rangers count their Ranger level, everyone else counts their highest levelled class. A mage/thief at 8e6 would count the level 28 Thief, and be able to get weapon specialisation. A Dual Fighter 7/Thief 39 would count the level 39 Thief, because 39/4 is higher than 7, and be able to get Weapon Mastery.
    - Have kits with improved proficiency access, like Archers, count their level as double for determining Grand Mastery access for their "favoured" weapons, and halve it for considering access to any non-favoured weapons (so they would need to be level 24 before they could specialise in a melee weapon).


    Examples:
    Fighter/X gets access to Grand Mastery 1.75e6 Exp after the pure Fighter, well after they start getting the ability to drop HLAs, and 2.5e6 Exp before a Fighter/Mage would get access to level 9 spells.

    Ranger/Cleric gets access to Mastery at 6e6 Exp, and can Master two weapons by cap, making them actually worse at being a Fighter than a Fighter/Cleric rather than better.

    [Cleric or Mage]/Thief gets access to Specialisation just after 6e6 Exp, in two potential weapons.

    Mage/Cleric gets access to Specialisation just before 8e6 Exp, in a single weapon.

    F/M/X gets access to Grand Mastery at 5.25e6 Exp, and with 10 proficiency pips total, could Grand Master two weapons, but probably wouldn't want to.

    A Swashbuckler would have level/2 instead of level/4 for Thief melee weapons, so a pure Swashbuckler could specialise at 440k Exp, Master at 2.2e6 Exp, High Master at 3.08e6 (same time as their first HLA), and Grand Master at 4.84e6. They still have worse THAC0, APR, HP, and saves than a Fighter, and 5 fewer proficiency pips.

    A Berserker would have level/4 access for ranged weapons, level/2 for melee weapons, meaning they could at most Master ranged weapons at level 36, and get Grand Mastery in melee at level 30.

    An Archer would have level/4 access for melee weapons, level x1 for ranged weapons, meaning they could never do more than specialise in a melee weapon at level 24.
  • unavailableunavailable Member Posts: 268
    Pantalion said:

    @jsaving

    Imagine if the multiclass mage could only get level 4 spells. Only pure mages or specialist "kit" (like the Bard or the Sorcerer) can get any higher than that (and the Sorcerer is limited to getting only certain spells up to level 9).
    What's more, if anyone gets access to spells above level 1, (say, by scroll, a wand, or having a specialist) and they're not any type of Bard, Mage, or Sorcerer, then their Caster Level always counts as 1.

    That's about how it is with Fighters and Grand Mastery:

    At 8e6 experience, a multiclassed mage has:

    Level 9 spells.
    Caster level 20.
    1 fewer level 6 spell.
    2 fewer level 7, 8 and 9 spells.

    The only thing a multiclassed mage doesn't do as well as a pure mage is Dispel magic checks, which clerics do better anyway, and the actual quantity of spells available to them, which is largely irrelevant.

    At 8e6 experience, a multiclassed fighter has:

    Weapon Specialisation at most - 2 pips.
    5 fewer weapon proficiency pips.

    It is literally easier to cast "Wish" than it is to swing a sword 20% faster. D&D has always had a weird delusion that "being a good fighter" is something powerful that must be restricted, rather than something mediocre that is largely irrelevant to everyone else.


    More sensible system? Have Fighter's access to weapon specialisation be level dependent:

    Level 6: Specialisation.
    Level 9: Mastery. // 2nd Style pip.
    Level 12: High Mastery.
    Level 15: Grand Mastery. // 3rd Style pip.

    - Have specialisation and above grant the bonus APR to anyone who has it. Because duh.
    - Have Fighter kits, Rangers and Paladins count as Fighters half their level in qualifying for specialisation, so a level 30 Ranger or Paladin can finally get Grand Mastery.
    - Have other classes count as Fighters one quarter their level. A level 40 Bard or Cleric could have Mastery in two weapons, and two other weapons they are Specialised in, a level 31 Mage or Druid would end up with two weapons specialised.
    - Have Multiclasses and Dual Classes use the best of progression as usual. Fighters count their Fighter level, Rangers count their Ranger level, everyone else counts their highest levelled class. A mage/thief at 8e6 would count the level 28 Thief, and be able to get weapon specialisation. A Dual Fighter 7/Thief 39 would count the level 39 Thief, because 39/4 is higher than 7, and be able to get Weapon Mastery.
    - Have kits with improved proficiency access, like Archers, count their level as double for determining Grand Mastery access for their "favoured" weapons, and halve it for considering access to any non-favoured weapons (so they would need to be level 24 before they could specialise in a melee weapon).


    Examples:

    Fighter/X gets access to Grand Mastery 1.75e6 Exp after the pure Fighter, well after they start getting the ability to drop HLAs, and 2.5e6 Exp before a Fighter/Mage would get access to level 9 spells.

    Ranger/Cleric gets access to Mastery at 6e6 Exp, and can Master two weapons by cap, making them actually worse at being a Fighter than a Fighter/Cleric rather than better.

    [Cleric or Mage]/Thief gets access to Specialisation just after 6e6 Exp, in two potential weapons.

    Mage/Cleric gets access to Specialisation just before 8e6 Exp, in a single weapon.

    F/M/X gets access to Grand Mastery at 5.25e6 Exp, and with 10 proficiency pips total, could Grand Master two weapons, but probably wouldn't want to.

    A Swashbuckler would have level/2 instead of level/4 for Thief melee weapons, so a pure Swashbuckler could specialise at 440k Exp, Master at 2.2e6 Exp, High Master at 3.08e6 (same time as their first HLA), and Grand Master at 4.84e6. They still have worse THAC0, APR, HP, and saves than a Fighter, and 5 fewer proficiency pips.

    A Berserker would have level/4 access for ranged weapons, level/2 for melee weapons, meaning they could at most Master ranged weapons at level 36, and get Grand Mastery in melee at level 30.

    An Archer would have level/4 access for melee weapons, level x1 for ranged weapons, meaning they could never do more than specialise in a melee weapon at level 24.
    and now I have a deeper appreciation for less rigid point buy systems. Reading this hurt my brain. Isn't something like what shadowrun does where skills are limited by attributes much more elegant? Strong characters are good at melee, dexterous are good at ranged, intelligent characters are good at mechanical and healing duties and magical characters focus either on willpower or charisma. The hardest part about the BG2 class system is that it requires you to spend a good amount of time on the character screen and building in a vacuum without any context as to what the numbers mean so you just spend your points in a completely arbitrary way hoping for the best.
  • PantalionPantalion Member Posts: 2,137


    and now I have a deeper appreciation for less rigid point buy systems. Reading this hurt my brain. Isn't something like what shadowrun does where skills are limited by attributes much more elegant? Strong characters are good at melee, dexterous are good at ranged, intelligent characters are good at mechanical and healing duties and magical characters focus either on willpower or charisma. The hardest part about the BG2 class system is that it requires you to spend a good amount of time on the character screen and building in a vacuum without any context as to what the numbers mean so you just spend your points in a completely arbitrary way hoping for the best.

    2e, which BG is based on, is overwhelmingly simplistic as far as I'm concerned. Almost everything is built into your class chassis and completely outside of your control, with the vast majority of your capabilities being defined by your level.

    The only four things you have control over after character creation are gear, proficiency (basically defined by available gear, get your favourites as high as possible), thief skills (mostly "get 100 in this"), and spells (complex, but not permanent parts of your class unless you're a sorcerer or shaman).

    Compare that with 3e where you have skills, feats, potentially a different class every single level, prerequisites for prestige classes to meet, and a very real chance of completely gimping your character if you don't know what you're doing, it's a very different beast - though I honestly prefer having in-depth control over a character's abilities and breaking the system to get what I want (which you basically have to if you want a decent multiclass character in 3e).
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