Hey guys, I just reached chapter 2 and my characters hit level 5. I'm a complete noob, and I'm wondering who I should dual class and which class should be the second one. I have:
Paladin
Fighter
Ranger
Thief
Cleric
Mage
I thought you don't get any benefits from odd numbers in IE games. Only even numbers gives you bonuses or something.
...Stealth and Pick Pocket are pretty useless in IWD1 as well.
...Stealth and Pick Pocket are pretty useless in IWD1 as well.
They're pretty under-developed and unnecessary in all the IE games frankly. Outside of Sneak Attack in IWD2, their most important feature is being able to detect traps that most people save-scum to locate.
Just dual class the thief to whatever the fuck else. I mean you'll be fine either way, but a thief/mage or thief/fighter would be moar useful.
Pick-pocketing in Kuldahar is kind-of an in-the-know cheat
Hey guys, I just reached chapter 2 and my characters hit level 5. I'm a complete noob, and I'm wondering who I should dual class and which class should be the second one. I have:
Paladin
Fighter
Ranger
Thief
Cleric
Mage
Not really, it makes sense that your bard or thief goes to work in the town... the problem is that in IE the pickpocket result is all or nothing, you either succeed or die. Well, Orrick can be killed but then you miss out on his spell scrolls and by-chapter restocks, but Arundel is invulnerable so a failure means reload because he's a hostiled plot-critical NPC, and the whole town comes at you with pitchforks. That's just lousy design, though. Can't blame the player for trying...
...Stealth and Pick Pocket are pretty useless in IWD1 as well.
They're pretty under-developed and unnecessary in all the IE games frankly. Outside of Sneak Attack in IWD2, their most important feature is being able to detect traps that most people save-scum to locate.
Well, that's your opinion. My experience is different. I recall in IWD my Fighter/Thief, thanks to backstabbing, usually did 75% of all kills before the mage develops his weapons of mass destruction. In the BG games a good F/T is even more effective, since you tend to meet more adventurer/boss type enemies. Chunking an enemy spell caster or archer is the best way to open many battles.
...Stealth and Pick Pocket are pretty useless in IWD1 as well.
They're pretty under-developed and unnecessary in all the IE games frankly. Outside of Sneak Attack in IWD2, their most important feature is being able to detect traps that most people save-scum to locate.
Well, that's your opinion. My experience is different. I recall in IWD my Fighter/Thief, thanks to backstabbing, usually did 75% of all kills before the mage develops his weapons of mass destruction. In the BG games a good F/T is even more effective, since you tend to meet more adventurer/boss type enemies. Chunking an enemy spell caster or archer is the best way to open many battles.
Again, I was speaking of mono-classed thieves only. F/T and F/M are definitely some of the strongest mechanical characters possible. As to backstab's usefulness, I will defer the point to you; it would probably have been more accurate to say that I find the amount of micro necessary to utilize it fully to be very tedious.
I completely agree. If you have a pickpocket skill, it makes sense to use it! It's the latter part of your post which makes it feel like an in-the-know-cheat, because the likelyhood of a pickpocketer being successful with every encounter when they first enter Easthaven or Kuldahar is virtually nil - thereby forcing a reload system. The only way to 'enjoyably' utilise the Pickpocket mechanic is to know, precisely, where you have to use it and to then save scum.
I have, all level 6, a Fighter, Paladin, Thief, Mage, Priest, and Ranger.
Wow, I must have forgotten how bad encounter design is in IWD, 'cause I'm currently re-playing IWD2 for felipe's book, and I must say, sometimes encounter design is rather horrible. There are many areas, that you're put directly into combat on entry, difficulty is most often achieved by large enemy numbers and, worst of all, there are a lot of those encounters, where throngs of enemies are just spawned around you out of nowhere. I wouldn't exactly call that good design.the second one has [...] much better encounter design than the first one.