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Old 01-07-2006, 07:14 PM   #21
ZFR
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Quote:
Originally posted by timothy trotter:
It's a known problem, BG 1 conflicted with Ad&d rules,
You mean it's agianst Ad&d to dual into a specialist? Becuse it is allowed in IWD as well.
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Old 01-07-2006, 07:43 PM   #22
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Could be simply infinity engine troubles.
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Old 01-07-2006, 11:43 PM   #23
timothy trotter
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i read it on six of spades' website,
Quote:
Originally written at http://www.geocities.com/sixospades/bg/chap5.htm
Multiclassed characters cannot choose a kit for either of their classes (with the exception of Gnomish Mages, who all become Illusionists). Dualclassed characters may choose a kit for their first class, but not their second. BG1 does allow the character to Dual to one of the Specialist Mages, that is true, but it is a violation of AD&D Rules, and is corrected in BG2: If you Dual to a Specialist Mage and then Import your character into BG2, the Specialty is stripped from your character, but you are allowed to choose a kit for your first class in its stead.
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Old 01-08-2006, 08:27 AM   #24
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I say it's stupid, I never played any D&D or any such games, but if it was not allowed they should have disallowed it in BGI as well.

Still a Swashbuckler/mage dual class is neat
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Old 01-08-2006, 06:26 PM   #25
timothy trotter
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i think it makes more sense to make the 2nd class specialised, in my view anyway
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Old 01-08-2006, 09:33 PM   #26
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The "no Dualing to a kit" rule is due to TSR's standards of "enough" specialization. A player building a Thief can build a backstory about how they have trained to use their skills to sneak up on and immobilize their captives (Bounty Hunter), or dispatch them instantly via application of poison or slitting their throat (Assassin), or engaging in straightforward, non-sneaky combat almost like a Warrior would (Swashbuckler). They can also decide that they want to learn how to wear armor and train in more weaponmastery (Dual to Fighter). But, apparently, it is not as believable that they would, say, suddenly develop a deep distrust and hatred of spellcasters (Dual to Wizard Slayer). According to TSR, an Assassin is a splinter group of Thief, and a Thief->Fighter is another splinter group of Thief, and that is all the specialization that needs to be done.

I disagree on this sense: The setup described is analagous to saying that "A brain sugeon can change careers and become an auto mechanic, but a general practitioner cannot become a German auto mechanic." Personally, I would allow a character to Dual to a kit as long as they are not Dualing from a kit. There are some class/kit combinations that should be restricted, though: Swashbuckler/Fighter being the most obvious contender, and the various Kensai combinations close behind. I don't mind the Wizard Slayer->Thief Dual, since the UAI is most often used to wear items that the Wizard Slayer should have been allowed to use in the first place.
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Old 01-08-2006, 11:12 PM   #27
timothy trotter
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Six of spades, you refer to a general practitioner not as a specialist, but in fact they are specialists. Once you graduate from medical school at university, you must then undertake more training, it is usually over 4 years to become a general practitioner. so they are in fact specialists in the feild of general practice.

[ 01-09-2006, 01:58 AM: Message edited by: timothy trotter ]
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Old 01-09-2006, 11:04 AM   #28
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Quote:
Originally posted by SixOfSpades:
The "no Dualing to a kit" rule is due to TSR's standards of "enough" specialization. A player building a Thief can build a backstory about how they have trained to use their skills to sneak up on and immobilize their captives (Bounty Hunter), or dispatch them instantly via application of poison or slitting their throat (Assassin), or engaging in straightforward, non-sneaky combat almost like a Warrior would (Swashbuckler). They can also decide that they want to learn how to wear armor and train in more weaponmastery (Dual to Fighter). But, apparently, it is not as believable that they would, say, suddenly develop a deep distrust and hatred of spellcasters (Dual to Wizard Slayer). According to TSR, an Assassin is a splinter group of Thief, and a Thief->Fighter is another splinter group of Thief, and that is all the specialization that needs to be done.

I disagree on this sense: The setup described is analagous to saying that "A brain sugeon can change careers and become an auto mechanic, but a general practitioner cannot become a German auto mechanic." Personally, I would allow a character to Dual to a kit as long as they are not Dualing from a kit. There are some class/kit combinations that should be restricted, though: Swashbuckler/Fighter being the most obvious contender, and the various Kensai combinations close behind. I don't mind the Wizard Slayer->Thief Dual, since the UAI is most often used to wear items that the Wizard Slayer should have been allowed to use in the first place.
Yes I agree, you should be able to pick ONE specialisation for either of your dual classes. Still then I would also have to say that multi-classes should also have one kit in one fo their classes.
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Old 01-09-2006, 09:41 PM   #29
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Quote:
Originally posted by timothy trotter:
Six of spades, you refer to a general practitioner not as a specialist, but in fact they are specialists. Once you graduate from medical school at university, you must then undertake more training, it is usually over 4 years to become a general practitioner. so they are in fact specialists in the feild of general practice.
Hm--if they had left school right after graduation, without any G.P. training, would they still be be called "doctors?" But I see your point, I was unaware of this confusing contradiction in terms in the medical profession. Pretend my analogy used, say, elementary school teachers and elementary school science teachers instead.
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Old 01-09-2006, 10:17 PM   #30
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So, to answer your question, the rules suck, and change them in SK to have a good time.
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