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Old 05-18-2006, 10:10 PM   #21
thetruth
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Quote:
Grandmastery is not in any edition of the pen and paper Advanced Dungeons & Dragons game. I've played every version there is, and know the game, especially 2e, inside and out.
I, on the other hand, have never played PnP so I trust your experience.
But I have found what I was looking for.


From the Combat and Tactics book (2nd Edition rules) :


Grand Mastery
High masters who spend one more slot on learning their weapon of choice can become grand masters. Grand masters are capable of feats of swordplay that border on the fantastic. Grand masters gain one additional attack per round above and beyond a specialist's rate of attacks for their level, so a 12th-level melee weapon grand master would attack 3 times per round with his weapon of choice...



Is the Combat and Tactics book kind of an unoffical book ? (Just to know)
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Old 05-18-2006, 11:29 PM   #22
Klorox
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Oooo, I have never used Combat & Tactics. It was an official, optional add-on. As far as I know, it never really caught on, and I never wasted my cash on it.
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Old 05-19-2006, 04:11 AM   #23
SixOfSpades
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I won't claim to have more than a passing knowledge of what exactly the "official stance" on this is, but personally, if I am able to put 5 stars into a specific type of weapon, I damn well better get something for it. Something worthwhile. Otherwise, there would be no point in specialization, and everybody would stop at 2 or 3 proficiency points. Say goodbye to Inigo Montoya.
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Old 05-19-2006, 04:48 AM   #24
True_Moose
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In my opinion, the grand mastery addition makes the single class fighter again a character on the same playing field as a ranger or paladin. Without it, a paladin's kit bonuses or the ranger's free ** in dual-weapons, as well as other benefits, like clerical priest spells, vastly overpower the pure class fighter, at least until ToB. Grand-mastery evens out the playing field a lot, IMO.
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Old 05-19-2006, 12:23 PM   #25
thetruth
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Also,even if we assume that there is not Grand Mastery in the 2e rules, a fighter had +1/2 attack/round more than Rangers and Paladins (they could not specialize in a weapon), along with the other bonuses.

The way G.Mastery got implemented in BG2 doesn't make sense at all ...
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Old 05-19-2006, 06:21 PM   #26
Klorox
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I don't want to leave the wrong impression people:

I am undecided as to whether I should leave GM alone in my game, or if I should fix/mod it. I'm just saying that it's a new term to me, as I'm infinitely more familiar with the pen and paper version of the game.

I also realize that the Baldur's Gate series is an adaptation of the Advanced Dungeons & Dragons 2nd Edition game, not the original game. There need to be inherent differences when cRPGs undoubtedly place more emphasis on combat and power as opposed to table-top RPGs.
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Old 05-19-2006, 09:37 PM   #27
True_Moose
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Fair enough, Klorox. [img]smile.gif[/img]

In my opinion, the reason I use it, is that power-wise, even the best fighter kits cannot compete with paladin and ranger kits. However, with grand-mastery, I think that makes them a viable option. Any situation which gives me (as a terrible powergamer) more options for which character to play, I am in favor of.
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