Jermu
Arbiter
- Joined
- Aug 13, 2017
- Messages
- 1,644
Multiplayer.it: We would like to start from multiclassing, given that in the Dungeons and Dragons ruleset its use is rather limited, certainly more than it was in the Divinity system. How did you approach it? Did you make it more flexible and interesting in any way?
Nick Pechenin: We've changed a couple of ground rules, just to remove possible friction with multiclassing. If you know the rules of the fifth edition of Dungeons and Dragons, you surely know that in order to multiclass there are stat limits that you must respect: we have removed them, there are no more stat requirements and you can make a character with multiple classes in any moment.
The other thing we've changed is how magic users use spell slots, making it less punishing to level more than one magic class. One issue with multiclassing is that if you multiclass early in the game, you don't get strong abilities like "Fireball" at the same level as a "pure" class, but we wanted players to be able to multiclass from the start of the campaign, without having to necessarily wait for the advanced levels, so it was the case to revise the use of resources a bit.
If that second part means that its not separate class caster level but total multiclassed casters levels which determine which tier spells u can cast then multiclassing is probably very broken
source:
https://www.reddit.com/r/BaldursGat...nterview_at_the_lead_system_designer/jrfpx9l/
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