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Old 05-02-2005, 01:51 AM   #1
Aerich
Lord Ao
 

Join Date: May 27, 2004
Location: Canada
Age: 42
Posts: 2,061
Here's something I've been mulling over for a while, for all the number-crunching whizzes out there. Tell me what you think. This may also be a valuable train of thought for those new to the game, although it could be overwhelming to non-veteran gamers.

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They key to a successful party is good balance. Because of the different challenges during the game that may require different fighting strategies, it’s important to have at least a minimum capacity within a party to perform all key functions.

I’ve separated the functions of a party into 6 "ability" categories: melee (M); ranged (R); offensive spellcasting (OSC); defensive spellcasting (DSC); healing (H); and thief skills (TS). Note - this analysis works equally well for IWD2, with the addition of a 7th category, dialogue skills.

Assign a decimal value between 0 and 1.0 to each character in the party for each function, depending on the role you foresee for that character. The higher a value, the greater a character's ability to perform that function. I try not to assign any character a value of 1.0 for more than one function, with the exception of clerics, for defensive casting and healing. The higher the value, the higher a character’s potential in that function. However, the assigning of values is partly based on the role you wish the character to play. A 1.0 loosely signifies that the character will spend at least 60% of its significant actions performing this function, or alternately, that this character is the party's number one option for this function and there are no other options that fit the bill as well (say, a fighter using a longbow in a party of sling-using clerics and mages ). Two fighters could have different function values assigned for the melee and ranged categories, if one specializes in ranged weapons and the other is a typical meat shield melee specialist for the party. Their potential is probably equal in the melee/ranged categories (perhaps aside from differences in Str, Dex, and Con stats), but their roles are different, so their function values are different (although the difference may only be .25).

Here’s a practical example: a fighter/cleric multiclass with specialization in maces and slings:

M = .75
R = .5
OSC = .25
DSC = .75
H = .75
TS = 0

You will notice that the F/C doesn’t have a 1.0 in anything, which is reflective of the F/C’s multiplicity of functions within the party. It’s mostly a melee character, with a strong ranged option, limited offensive spell capability, with a strong emphasis on healing and defensive spellcasting. Thief skills are negligible. In a party smaller than six, or one without another "priest" option (cleric, druid, high level bard or paladin), I might increase the DSC and H values up to 1.0 for this character, to indicate its importance to the party that it perform those functions. However, in a six-character party that contains another priest option, a 1.0 value for healing might be a stretch.

Once finished the function analysis for each character, add up the functions. In a six-character party, I would recommend bare minimum totals of at least:

M = 2.5
R = 1.5
OSC = 2.0
DSC = 1.5
H = 1.5
TS = 1.0

These should be easily attainable. For best results, I would set a “preferred minimum” of at least .5 higher in every function. If using dual classed characters, think carefully about the effect that the dual classing will have on the party’s function at a particular time. If you have four fighters dualing to other classes at the same time, the party’s melee and ranged ability will be severely curtailed, and the new classes will not come close to fulfilling their potential until some XP has been earned.

Someone who really wishes to extend this analysis could break the functions down into further subcategories: split the melee category into weapon types, split ranged into launcher type, split offensive casting into “pure” damage dealing, summons (also fits into the DSC and melee categories), offensive buffs (haste, strength, etc), and hindering spells, etc, etc. Further, some “thief” skills can be covered by other classes: a mage should get at least a .25 for Knock, Invisibility, and Mirror Image, and priestly casters get a mention for Detect Traps. Bards, of course, can pickpocket, and merit a .25 for that. All thieves should have a 1.0 in thief skills, even if multiclassed. Dual class is a little more tricky.

Obviously, the subjectivity and variance of this analysis is in the values assigned to each character for each function. I like to work in quarters, as it makes for relatively easy adding. It's only a rough guide, after all. Further, the values assigned may vary depending on character levels. A dual-class fighter/mage will have no offensive spell casting ability at the start, but will likely merit a value of at least .75 in that category shortly after dualing over. A paladin may have a .25 in DSC and H to start, and finish with a .5 due to the addition of clerical spells to the paladin’s “starter” abilities in healing and defence. A bard will end up with about .5 in DSC and .75 in H, due to the bardic songs, particularly War Chant of the Sith (only merits a .75 instead of 1.0 because of the lack of Heal and Raise Dead/Resurrection).

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So tell me what you think. All opinions welcome. [img]smile.gif[/img]
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