Fighter/Mage
- CyberNinja
- Posts: 16
- Joined: Thu Mar 02, 2006 9:50 pm
- Contact:
Fighter/Mage
Hello all, I just have a quick question. I am currently playing an Elven Fighter/Mage, levels 9/10 to be exact, and for some reason the game is not letting me put more than 2 proficiency *'s in long sword. I was under the impression that a fighter was able to get up to 5 *'s, and one of my NPCs, Kitanya, who is also a level 9 Fighter-type (Wizardslayer), is able to allocate 5 *'s. It's no hassle for me to alter the proficiency in Shadowkeeper, I was just curious is a F/M was able to achieve Grandmastery, or is that reserved for the pur fighter classes?
- PolyMorphVZ
- Posts: 26
- Joined: Sat Feb 18, 2006 2:53 pm
- Contact:
- Gaal Dornik
- Posts: 41
- Joined: Fri Sep 19, 2003 1:10 pm
- Contact:
According to the AD&D BG2 rules no multiclassing class can put more than 2 stars in wep specialisation. Since you are multiclassed, you just cant spend so much time improving weapon skills.
You can however dual class. Nothing stops you from getting 5 stars in fighter class and then switch to wizard.
You can however dual class. Nothing stops you from getting 5 stars in fighter class and then switch to wizard.
Dualling Banjos
Dual class can do 5 stars in a weapon - I have 5*'d katana and am working my way up to 5* in dual wielding. to have long-sword 5, katana 5 and dual 5 would be rather nifty, but so far I've only got l-s 2, katana 5 and dual 3/4 (can't remember which).
dualled fighters can definitely do the 5 though.
the multi-class limitations were intended to place artificial limitations in order to make specialist fighters a worthwhile class of their own. some other RPG systems do not require election of a specialist 'class' merely putting points into learning skills. there are some philosophical problems with some combination of abilities - for example there are some fighter/cleric classes that despise magic and it would be inconceivable that they should be allowed to learn magic spell-casting, rather ask for divine aid.
when I played pnp, years ago - clerics were able to invoke "divine intervention" - not that it often worked - that disaster-saver is entirely absent from the computer games. it would not be difficult for some haven location to exist - say a ruined temple and where the party could go. if a priest invoked aid, say there was a 1% chance of the whole party being transported to that location and all spell effects (good and bad) immediately nullified.
the computer game is bound by the rules of the game that the developers import - artificial limitations are part of the AD&D game experience and modding away any that somebody doesn't like changes the nature of the game - perhaps to its detriment.
Cake and eating it come to mind...
Dual class can do 5 stars in a weapon - I have 5*'d katana and am working my way up to 5* in dual wielding. to have long-sword 5, katana 5 and dual 5 would be rather nifty, but so far I've only got l-s 2, katana 5 and dual 3/4 (can't remember which).
dualled fighters can definitely do the 5 though.
the multi-class limitations were intended to place artificial limitations in order to make specialist fighters a worthwhile class of their own. some other RPG systems do not require election of a specialist 'class' merely putting points into learning skills. there are some philosophical problems with some combination of abilities - for example there are some fighter/cleric classes that despise magic and it would be inconceivable that they should be allowed to learn magic spell-casting, rather ask for divine aid.
when I played pnp, years ago - clerics were able to invoke "divine intervention" - not that it often worked - that disaster-saver is entirely absent from the computer games. it would not be difficult for some haven location to exist - say a ruined temple and where the party could go. if a priest invoked aid, say there was a 1% chance of the whole party being transported to that location and all spell effects (good and bad) immediately nullified.
the computer game is bound by the rules of the game that the developers import - artificial limitations are part of the AD&D game experience and modding away any that somebody doesn't like changes the nature of the game - perhaps to its detriment.
Cake and eating it come to mind...
"All the world's a stage and all the men and women merely players"