The 3rd ed rules as used in IWD2 are indeed complicated for anyone accustomed to 2nd ed. rules, as I was. I felt confused when I started out, and built and restarted I don't know how many parties while I was figuring it out. The best way to learn besides playing (as Klorox knows) is to post parties for critique.
The key thing to remember is that powerful spells make the game a lot easier. That means you ideally should advance casting characters fairly quickly so you get access to the best spells earlier (hence why I have a human Sorc in the party above - it will gain a given spell level 3 character levels before the Pal2/Sorc). Keeping equal levels in two casting classes with the same character is a no-no. A lvl 16 Wiz is far more useful than a Wiz8/Cl8.
The primary reason to take a level or two in a class is to gain access to particular class-based abilities or bonuses. In the case of the Pal2/SorcX build, the paladin gets Aura of Courage at 2nd level (character immune to Fear, allies within 10 ft gain +4 to saves vs fear effects, including dragon-induced fear). The paladin also gets Divine Grace at 1st level (add Charisma modifier to saves, which is great for sorcs since their casting stat is Cha), as well as some other minor benefits (proficiency with every weapon, lay on hands, smite evil, and better HP).
Consider the following advantages to taking one level of each of the following classes:
Fighter - proficiency with every weapon, all armor feats, shield proficiency, and an extra feat to assign.
Barbarian - proficiency with every weapon, light and medium armor feats, shield proficiency, 1 Rage, faster movement, cannot be flanked (e.g. sneak attacked), 12 HP.
Ranger - same weapon/armor access as Barbarian, favoured enemy, two-weapon fighting if wearing light or no armor.
Monk - evasion, faster movement, add Wis bonus to AC if not using armor or shield, stunning blow.
Rogue - skill points (and class access to rogue skills), sneak attack. Evasion if you take 2 rogue levels.
One level in a casting class gives lvl 1 spells (generally not too useful). One or more levels in any class also allows the character to use items only useable by that class - e.g. the Pal/Sorc can use the Holy Avenger sword, and an Illusionist1/Monk can use wands. Further, the character will gain class access to the class' skills for that level. There are situations where it's advantageous to have a few points in certain skills (Wilderness Lore comes to mind) but a character doesn't have enough skill points to take the skills as cross-class skills.
__________________
Where there is a great deal of free speech, there is always a certain amount of foolish speech. - Winston S. Churchill
|