Apologies from the getgo that this is such a longwinded post. Hopefully you can skim it without too much trouble.
I've got three basic ideas in my head about what my next BG:EE game will be. Maybe you all can help me decide!
Whichever game I pick it will be with SCS:EE installed.
There are two main character builds I'm thinking of trying. One of them includes a concept for the entire party. The other character build is a little more free form as to who else is in the party (any assortment of NPCs and/or other characters I might create.)
And finally I want to try a particular "RP concept" game that would bring a lot of interesting twists, turns, and unexpected challenges.
Dart Hurling Fighter 3/Mage
This is primarily going to be a human Fighter who takes out mages with darts. I'd dual-class to Mage because I think I'll likely get bored using just a ranged weapon Fighter. With a F/M I can mix some spells in along with the ranged attacks.
Hurling Darts with High Mastery (++++) and three attacks per round, should be pretty devastating against enemy wizards. Especially using Darts of Stunning and Wounding. I'll Haste or use oils speed liberally.
(I'm thinking also to install the BG:EE "Need a Shuriken?" mod to this game, just to test them out.)
I'll have plenty of spell slots as a generalist Mage. And I'd like access to all schools.
High Mastery in Darts comes at human Fighter 3/Mage 6 (40,000 XP) which is only 8000 XP more than a plain Fighter would require. For me, that's well worth that cost to be able to cast spells.
The other two weapons profs at character creation will go into Axe so that I can use either a) the magical throwing axe that returns to the user's hand, and, b) launch some surprise attacks against mages while invisible using Bala's Axe alongside the party's Thieves.
This game I'd leave open to assembling any sort of party. I've got no plan in mind for that with this guy.
Dagger & Axe Wielding Wizard Slayer 3/Thief
This too is a mage-killer build. Early in the game he'd dual-wield Axes +1. As we know, with a Wizard Slayer each successful hit reduces the enemy mage's chance to cast by 10%.
I'll eventually have him dual-wielding:
- Bala's Axe (each successful hit causes Miscast Magic, i.e., 80% chance of spell failure)
- the new Golden Axe +1 (each successful hit brings 10% chance of casting Dispel Magic on target).
With this build I figured I might get bored with just a plain fighter. So dual-classing to Thief is mainly to add some flavor. But also it works quite well tactically, since the stealth ability gives him the vital element of surprise against mages.
At Wizard Slayer 3/Thief 4 (that's only 9000 XP, mind you) he'd have
Axe +++
Two Weapon Style +++
Dagger +
Single Weapon Style +
2.5 attacks per round dual-wielding
THAC0 main hand: 11
THAC0 main hand: 13
and backstab multiplier x3.
This character would launch attacks with the Dagger of Venom (single weapon). Then he'd follow up by switching to dual-wielded axes. I expect most mages will probably explode when backstabbed. He can then target other spellcasters or take on the tanks with his axes. The axes will be good for heavily armored enemy clerics.
At Thief 8 I could put the last remaining weapons prof into either Dagger or Axe. By Thief 9 he'll end up with a backstab multiplier x4. But even before that, as noted, with the multiplier x 3 he'll probably chunk most mages outright with his backstabs anyway. So I may put the final prof in Axe for when he turns his attention to the tanks.
With this character I think I would create my own MP party of characters and try a run without using any arcane magic. To round out the party I'd have
Inquisitor
Berserker
Barbarian
Assassin
Cleric of Talos
"Let the Fates Decide" Concept Game
I play a lot of games where I do the same things every time. I'm doing that by rote, basically.
In this game I wouldn't do that. Instead I'd use some simple means to decide Yes or No: such as having a deck of playing cards at hand, and if the next card turned over is a red suit that's a Yes, and a black suit then it's a no.
I'd be selective about what I do this for. Not every little thing. Just as the mood strikes me.
I'd extend this a little to more complex choices. Eg, if I want to go exploring the wilderness, for which direction to travel I'd roll a d4 where each die number represents a cardinal direction.
For example, I could use this to determine whether I'd initiate dialogue with a joinable NPC. Then turn a card over again re: whether to take his or her quest. Who to drop from the party in order to add the new NPC? Roll a d6 (reroll if it's a 1; the other die numbers represent the order that each NPC joined the party).
So this sort of game would force some interesting strategies in combat, depending on who is in the party.
Now that I think about it, this game cries out to be led by a Chaotic Neutral Wild Mage main character. :)
I've got three basic ideas in my head about what my next BG:EE game will be. Maybe you all can help me decide!
Whichever game I pick it will be with SCS:EE installed.
There are two main character builds I'm thinking of trying. One of them includes a concept for the entire party. The other character build is a little more free form as to who else is in the party (any assortment of NPCs and/or other characters I might create.)
And finally I want to try a particular "RP concept" game that would bring a lot of interesting twists, turns, and unexpected challenges.
Dart Hurling Fighter 3/Mage
This is primarily going to be a human Fighter who takes out mages with darts. I'd dual-class to Mage because I think I'll likely get bored using just a ranged weapon Fighter. With a F/M I can mix some spells in along with the ranged attacks.
Hurling Darts with High Mastery (++++) and three attacks per round, should be pretty devastating against enemy wizards. Especially using Darts of Stunning and Wounding. I'll Haste or use oils speed liberally.
(I'm thinking also to install the BG:EE "Need a Shuriken?" mod to this game, just to test them out.)
I'll have plenty of spell slots as a generalist Mage. And I'd like access to all schools.
High Mastery in Darts comes at human Fighter 3/Mage 6 (40,000 XP) which is only 8000 XP more than a plain Fighter would require. For me, that's well worth that cost to be able to cast spells.
The other two weapons profs at character creation will go into Axe so that I can use either a) the magical throwing axe that returns to the user's hand, and, b) launch some surprise attacks against mages while invisible using Bala's Axe alongside the party's Thieves.
This game I'd leave open to assembling any sort of party. I've got no plan in mind for that with this guy.
Dagger & Axe Wielding Wizard Slayer 3/Thief
This too is a mage-killer build. Early in the game he'd dual-wield Axes +1. As we know, with a Wizard Slayer each successful hit reduces the enemy mage's chance to cast by 10%.
I'll eventually have him dual-wielding:
- Bala's Axe (each successful hit causes Miscast Magic, i.e., 80% chance of spell failure)
- the new Golden Axe +1 (each successful hit brings 10% chance of casting Dispel Magic on target).
With this build I figured I might get bored with just a plain fighter. So dual-classing to Thief is mainly to add some flavor. But also it works quite well tactically, since the stealth ability gives him the vital element of surprise against mages.
At Wizard Slayer 3/Thief 4 (that's only 9000 XP, mind you) he'd have
Axe +++
Two Weapon Style +++
Dagger +
Single Weapon Style +
2.5 attacks per round dual-wielding
THAC0 main hand: 11
THAC0 main hand: 13
and backstab multiplier x3.
This character would launch attacks with the Dagger of Venom (single weapon). Then he'd follow up by switching to dual-wielded axes. I expect most mages will probably explode when backstabbed. He can then target other spellcasters or take on the tanks with his axes. The axes will be good for heavily armored enemy clerics.
At Thief 8 I could put the last remaining weapons prof into either Dagger or Axe. By Thief 9 he'll end up with a backstab multiplier x4. But even before that, as noted, with the multiplier x 3 he'll probably chunk most mages outright with his backstabs anyway. So I may put the final prof in Axe for when he turns his attention to the tanks.
With this character I think I would create my own MP party of characters and try a run without using any arcane magic. To round out the party I'd have
Inquisitor
Berserker
Barbarian
Assassin
Cleric of Talos
"Let the Fates Decide" Concept Game
I play a lot of games where I do the same things every time. I'm doing that by rote, basically.
In this game I wouldn't do that. Instead I'd use some simple means to decide Yes or No: such as having a deck of playing cards at hand, and if the next card turned over is a red suit that's a Yes, and a black suit then it's a no.
I'd be selective about what I do this for. Not every little thing. Just as the mood strikes me.
I'd extend this a little to more complex choices. Eg, if I want to go exploring the wilderness, for which direction to travel I'd roll a d4 where each die number represents a cardinal direction.
For example, I could use this to determine whether I'd initiate dialogue with a joinable NPC. Then turn a card over again re: whether to take his or her quest. Who to drop from the party in order to add the new NPC? Roll a d6 (reroll if it's a 1; the other die numbers represent the order that each NPC joined the party).
So this sort of game would force some interesting strategies in combat, depending on who is in the party.
Now that I think about it, this game cries out to be led by a Chaotic Neutral Wild Mage main character. :)