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POLL: Worthiness of Kits

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Aldeth the Foppish Idiot, Jul 14, 2006.

  1. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

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    The Arcane Archer is a fighter kit which can create special arrows depending on the level (you get arrows of slaying at level 19... this is not too powerful since the effect does not bypass MR).
    I think you are referring to the Archer of Sylvanus kit IIRC.

    I'm currently playing an evil Blade Master which I intend to dual to Thief (the DEX bonus is going to look quite nice).
     
  2. Rudiger Gems: 3/31
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    [​IMG] I think the thief kits are the best because, IMO, they add the most variety to the game without making the base class irrelevant.

    Paladins come next, and would be tied with thieves were it not for the fact that some of the best ranged weapons are available to Cavaliers making their "disadvantage" no disadvantage at all, and thereby making the vanilla Pally more or less pointless.

    As for Rangers and fighters
    Well Beast masters and Wizard Slayers both suffer due to the environment that Bioware has put them in.
    Imagine a beast master in a game where there were loads and loads of really tough animals they could charm.
    Or wizard slayers in a game where most spells had harder saves (to shift the balance of magic defense from saving throws to MR), about the same HP as an F/M has (to make spell suppression more valuable), and no one ever had access to Force Spell.

    Stalkers are cool and all, but to me they always seem like a poor and lazy mans fighter/thief. If they had better arcane spells they might change my mind.

    Beserkes and Kensais are very very good.

    Archers are very good, but they should be great.
    (I started to rant here, at great length, about what an archer needs, but I think I'll start a new thread on it)
     
  3. Aldeth the Foppish Idiot

    Aldeth the Foppish Idiot Armed with My Mallet O' Thinking Veteran

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    This is an interesting idea. However, there seems like there would have to be a lot of changes toward PnP 3E, or even 3.5E to get it to work. Because the amount of equipment mages can use in 2E is extremely limited, the only thing you can really do to make them different is change the number of spells they can learn, and the types of spells they can cast. And the current setup with schools of magic accomplishes this nicely. Unless you are going to open up new weapon classes or such for mages, and make them a more combat oriented class, I do not see how a kit can really add anything to the mage class.
     
  4. Felinoid

    Felinoid Who did the what now?

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    Speaking engine-wise, you're right. But speaking to actual 2e, you can have a kit alongside a specialization. BG2 represents less than half of what 2e can do, and even that's a little generous.
     
  5. Aldeth the Foppish Idiot

    Aldeth the Foppish Idiot Armed with My Mallet O' Thinking Veteran

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    Well of course I'm speaking within the limits of the game engine. Naturally when you look to PnP 2E, there are no restrictions other than that of your own imagination. However, with any computer game you have the limits of the engine to deal with, and I don't see how mage kits can be easily incorporated into the game without some pretty large changes.
     
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