Why not give single classes a bonus for being true to their profession?
Right now it dosen't make much sense to play a pure classes like a fighter or paladin. Your better off multiclassing. Lets take a paladin. Why not give a pc who plays a pure paladin some special bonus that he has as long as he remains true to his faith.
What would this bonus be? How about an aura that gains in strenght as the pally progresses in levels. Sorta like a mummy aura but this one would be paladin based.
Low levels it could do simple things like all evil creatures get -1 to hit the pally. Here is just an example I made up.
The aura would apply to all evil creatures or undead. Abilties gained in the aura would carry on to the next level. Like immunity to fear. Once you have it you would always have it.
1. -1 to hit
3. -1 to hit - 1 damge
5. -2 to hit -2 damage, all allies immune to fear when inside aura.
7.-3 to hit -3 damage
9. Evil takes 1d3 damage in the aura and undead takes 1d6 each round.
11.-4 to hit - 4 damage.
13. All necromantic spell must save or be dispelled as hit by a dispell magic when they hit the aura.
Now if the pally changes class he would lose his aura because he dosen't have enough time to devote to his cause.
We could also do something for other pure classes.
Pure Fighters can hit better and do more damage.
Pure Wizards spells can penetrate SR and they can cast more spells a day.
Single class bonus
I believe the plan is to have single class items that offer a few extra bonuses to anyone who remains true to one profession. I have no idea what it is going to be like but it would have to be something fairly substantial to encourage one class.
I made a post earlier suggesting that maybe some armour/clothing could be added for each class giving a stat bonus. That way, the only way to get str on two items would be to reman a single class fighter or barb for example.
Maybe single class rogues or rangers could get a cloak with the HiPS feat on it?
On a related topic, has anyone considered increasing the duration of shadow evade? Maybe if this defensive skill of the shadowdancer lasted longer than the 5 rounds (I think) it currently does there would be more shadowdancers higher than level 1 or 2? Perhaps 10 rounds + 1 round per shadow dancer level? And although I havent checked it in NS4, the epic shadow summon in standard NWN is laughable.
I made a post earlier suggesting that maybe some armour/clothing could be added for each class giving a stat bonus. That way, the only way to get str on two items would be to reman a single class fighter or barb for example.
Maybe single class rogues or rangers could get a cloak with the HiPS feat on it?

On a related topic, has anyone considered increasing the duration of shadow evade? Maybe if this defensive skill of the shadowdancer lasted longer than the 5 rounds (I think) it currently does there would be more shadowdancers higher than level 1 or 2? Perhaps 10 rounds + 1 round per shadow dancer level? And although I havent checked it in NS4, the epic shadow summon in standard NWN is laughable.
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- Arrogant Snob
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I think I suggested that it be extended 6-8 months ago. hehehDenort wrote:On a related topic, has anyone considered increasing the duration of shadow evade? Maybe if this defensive skill of the shadowdancer lasted longer than the 5 rounds (I think) it currently does there would be more shadowdancers higher than level 1 or 2? Perhaps 10 rounds + 1 round per shadow dancer level? And although I havent checked it in NS4, the epic shadow summon in standard NWN is laughable.
Extending it would give more incentive to take more than just one level of Shadow Dancer.
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science
I disagree with bonuses/items that apply only to characters with one class, but think there should be items with CLASS LEVEL requirements. Heres why:
[Warning! Long explaination below, and I become somewhat redundant at points. That is all
]
If you make it so that only pure classers may recieve a benefit you are creating an inflexible system. It takes something away from a character when you have to fit rigid builds in order to recieve a benefit (which is prevalent at this time, but bear with me).
Instead I propose a Class Set of Items, where the Class Level determines if the character can use the item instead of the ILR for 'non-class' items.
These items will have a lower (class) level requirement, so that characters who are devoted to the class will recieve better gear sooner than those who must divert their training into other areas.
The item sets will be tailored for the class and help in areas where the class is strong, while, later on, give some protection to some of the class's weaknesses. (Improved Evade on high fighter gear for example.)
The Higher the Class lv. requirement, the better the gear gets. And to reward those who have followed their class path to the end (40th), there will be 'Epic-Suits' of class tailored items only usable by them. This gives those 39 sorcs a second thought before they select Paladin for their last level. These sets should be worth at LEAST whatever benefit those 39s would gain by selecting another class.
This way, while the system will encourage pure classers with more powerful items that they can use at earlier levels, it does not totally bar a character from Class Items because they wanted to get in touch with their 'wild side' and take a few levels of druid or ranger (Yes a RP reason, I'm geeky like that).
The character is still primarily a member of their class, just with some side lessons. That shouldn't bar them from a part of their main class. Sure they won't be able to get the Uber pure class gear at the highest levels, but they can still use most of it (depending on how far they take their "side-lessons"). Albeit they gain access to it at a slower pace than their pure-blood brethren, who will be having fun with the newest Holy Avenger, magic-shielding girdle, or pet vorpal bunny available to the class.
Well, that is my take on it anyways. I feel that Multi-classing is something that should be used to better define the character instead of being grounds for inclusion/exclusion into/from the 'pure-bloods' club. And when I say pure-bloods I'm not talking about single class characters
.
It gives the character the benefits of his class in a fair proportion to the amount of time they dedicated towards the class, while providing a benefit to those who decide to only train in one class. Namely quicker access to better gear not normally available, and the ability to use some of the best items in the game. Not overpowering mind you, just something to balance out the powah game reasons for multi-classing.
I see it as everybody winning.
[Yes, I realize this is largely the same idea as Pure-Class items/powers in the sense that it provides benefits to those who go to 40 with one class. This system will not exclude a character from ALL class benefit and make them feel left out because they wanted to be different. A 36 Ftr / 4 Pal will still be able to use all fighter-specific gear up to the level 36 versions, but he won't be able to reach the combat prowress of his peers who have trained solely in martial skills (though he does come close). He does, however, gain access to the Ub3r bright white glowing ring with +2 persuade that level 4 paladins get
.]
[Warning! Long explaination below, and I become somewhat redundant at points. That is all

If you make it so that only pure classers may recieve a benefit you are creating an inflexible system. It takes something away from a character when you have to fit rigid builds in order to recieve a benefit (which is prevalent at this time, but bear with me).
Instead I propose a Class Set of Items, where the Class Level determines if the character can use the item instead of the ILR for 'non-class' items.
These items will have a lower (class) level requirement, so that characters who are devoted to the class will recieve better gear sooner than those who must divert their training into other areas.
The item sets will be tailored for the class and help in areas where the class is strong, while, later on, give some protection to some of the class's weaknesses. (Improved Evade on high fighter gear for example.)
The Higher the Class lv. requirement, the better the gear gets. And to reward those who have followed their class path to the end (40th), there will be 'Epic-Suits' of class tailored items only usable by them. This gives those 39 sorcs a second thought before they select Paladin for their last level. These sets should be worth at LEAST whatever benefit those 39s would gain by selecting another class.
This way, while the system will encourage pure classers with more powerful items that they can use at earlier levels, it does not totally bar a character from Class Items because they wanted to get in touch with their 'wild side' and take a few levels of druid or ranger (Yes a RP reason, I'm geeky like that).
The character is still primarily a member of their class, just with some side lessons. That shouldn't bar them from a part of their main class. Sure they won't be able to get the Uber pure class gear at the highest levels, but they can still use most of it (depending on how far they take their "side-lessons"). Albeit they gain access to it at a slower pace than their pure-blood brethren, who will be having fun with the newest Holy Avenger, magic-shielding girdle, or pet vorpal bunny available to the class.
Well, that is my take on it anyways. I feel that Multi-classing is something that should be used to better define the character instead of being grounds for inclusion/exclusion into/from the 'pure-bloods' club. And when I say pure-bloods I'm not talking about single class characters

It gives the character the benefits of his class in a fair proportion to the amount of time they dedicated towards the class, while providing a benefit to those who decide to only train in one class. Namely quicker access to better gear not normally available, and the ability to use some of the best items in the game. Not overpowering mind you, just something to balance out the powah game reasons for multi-classing.
I see it as everybody winning.
[Yes, I realize this is largely the same idea as Pure-Class items/powers in the sense that it provides benefits to those who go to 40 with one class. This system will not exclude a character from ALL class benefit and make them feel left out because they wanted to be different. A 36 Ftr / 4 Pal will still be able to use all fighter-specific gear up to the level 36 versions, but he won't be able to reach the combat prowress of his peers who have trained solely in martial skills (though he does come close). He does, however, gain access to the Ub3r bright white glowing ring with +2 persuade that level 4 paladins get

I agree with the level requirements. A 39 fighter/ 1 pally should not be able to use a +5 holy advenger.
Some classes if played are under powered compared to some of these crazy multiclass prc combinations. To help balance the PvP aspect of the game it would be best to buff up pure classes like 40 fighter and 40 pally instead of nerfing all the class combinations. I think your item suggestions are good and I have had many posts suggesting that too. I still think making pure classes even better in what they already do is also a viable option.
Some classes if played are under powered compared to some of these crazy multiclass prc combinations. To help balance the PvP aspect of the game it would be best to buff up pure classes like 40 fighter and 40 pally instead of nerfing all the class combinations. I think your item suggestions are good and I have had many posts suggesting that too. I still think making pure classes even better in what they already do is also a viable option.
- Hieroneus Maxim
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I definitely think the level requirement idea is better than just pure class only. For example, a sword that requires fighter 15 could still be used by a fighter 15/rogue 5. On that note, items that require level 40 in a class could be made, which would be pure class items indeed.
Unfortunately, this won't prevent 1 lvl drops, which is probably what this is trying to prevent.
To really balance things out, noncaster gear will need to be more powerful than caster gear. I have always seen tanks as the most item dependent...their class items should reflect this.
Unfortunately, this won't prevent 1 lvl drops, which is probably what this is trying to prevent.
To really balance things out, noncaster gear will need to be more powerful than caster gear. I have always seen tanks as the most item dependent...their class items should reflect this.
The highway of fear is the quickest route to defeat.