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darthspudius: I am not sure to be honest, I tried out a couple but failed miserably. I like to play Mages and Archers in these kind of games. I enjoy shooting at long ranges. But I tried a fighter aswell just to see what its like.
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Coelocanth: This would fit right in with the great advice given earlier in the thread (i.e. using ranged weapons, at least at the beginning). I'd suggest a Fighter with pips in ranged weapons and a melee weapon. This will be a hardier character in the beginning than a spell caster due to more HPs and will allow you a much better survival chance. If you want, you can go with a Human character and after level 3 or so, when you have a good pool of hit points, you could dual class to a mage (only humans can dual class).

Be aware though that you lose all your Fighter abilities until your mage level surpasses your Fighter level (so if you dual class when your character reaches level 3 Fighter, you won't have your Fighter abilities restored until you hit mage level 4). This can be a decent option though if you really want to play a caster but have trouble surviving at lower levels.

You need to set your character up properly for this to be possible though. To dual class, you must have a score of at least 15 in the primary stat of your base class and 17 in your intended second class. In the case of the FTR/Mage, that means at least 15 in STR and 17 INT for the character.

Once you gain back your Fighter abilities, keep in mind you still can't cast spells while wearing armor, but you'll get your weapon proficiencies back and you can make a pretty effective self-buffing melee character or a decent spell-chucking archer, whichever strikes your fancy. It's a fun way to go.
That is good to know thank you.
If you want to play a damaging (fighter/ranger) style archer, you absolutely must go as an Elf (not half-elf). Elves get a natural THAC0 bonus to bows and large swords, and they also get a +1 bonus to DEX (essential for archers). The very best option for a ranged fighter is an Elf Ranger (Bonus THAC0 bows, natural 19 DEX possible, support spells, favoured enemies etc.). Remember that Strength is only essential for melee fighting (THAC0) and carry weight, so concentrate on that DEX. Also be aware that Elves get a -1 penalty to CON, but since you won't be going toe-to-toe that often, that's not a problem.
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Hickory: If you want to play a damaging (fighter/ranger) style archer, you absolutely must go as an Elf (not half-elf). Elves get a natural THAC0 bonus to bows and large swords, and they also get a +1 bonus to DEX (essential for archers). The very best option for a ranged fighter is an Elf Ranger (Bonus THAC0 bows, natural 19 DEX possible, support spells, favoured enemies etc.). Remember that Strength is only essential for melee fighting (THAC0) and carry weight, so concentrate on that DEX. Also be aware that Elves get a -1 penalty to CON, but since you won't be going toe-to-toe that often, that's not a problem.
So there are no bows that benefit from a high STR score? I haven't played Baldur's Gate in two years and cannot remember which edition introduced such weapons.
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Hickory: If you want to play a damaging (fighter/ranger) style archer, you absolutely must go as an Elf (not half-elf). Elves get a natural THAC0 bonus to bows and large swords, and they also get a +1 bonus to DEX (essential for archers). The very best option for a ranged fighter is an Elf Ranger (Bonus THAC0 bows, natural 19 DEX possible, support spells, favoured enemies etc.). Remember that Strength is only essential for melee fighting (THAC0) and carry weight, so concentrate on that DEX. Also be aware that Elves get a -1 penalty to CON, but since you won't be going toe-to-toe that often, that's not a problem.
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AlKim: So there are no bows that benefit from a high STR score? I haven't played Baldur's Gate in two years and cannot remember which edition introduced such weapons.
No. Bows, or rather ranged THAC0, depends entirely on DEX. The only time that STR comes into play is with certain bows that require a minimum STR to use, but that is more of an issue for BG2 than BG1. But to reiterate: there are no bows that benefit from high STR.
ITT: Good advice. An Elf Fighter is the best archer in Baldur's Gate 1. You'll want 19 dex for the thac0 bonus, but more importantly, you want 18 strength to be able to use a composite longbow, as that is a requirement.

This shouldn't concern you too much now, but if you decide to play Baldur's Gate 2 (which you should, it is extremely awesome) and import your Baldur's Gate 1 character, you will get to pick a Class Kit (acquiring some bonuses and penalties, further specializing your character). Ranger's have the Archer Kit, making them the best archer in the long run. All the fighter kits are melee oriented. Kit info: http://www.gamebanshee.com/baldursgateii/classes/archer.php
Post edited July 04, 2013 by AvatarOfLight
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AvatarOfLight: This shouldn't concern you too much now, but if you decide to play Baldur's Gate 2 (which you should, it is extremely awesome) and import your Baldur's Gate 1 character, you will get to pick a Class Kit (acquiring some bonuses and penalties, further specializing your character). Ranger's have the Archer Kit, making them the best archer in the long run. All the fighter kits are melee oriented. Kit info: http://www.gamebanshee.com/baldursgateii/classes/archer.php
The TuTu mod (in the sticky mod guide thread) allows you to use kits in BG1 as well. I recommend using it, makes the transition from BG1 to BG2 easier if nothing else.
Yeah I cannot even play BG1 without Tutu anymore. My personal preference is to play a half-orc barbarian or Fighter-Thief but for your particular preferred play style an elf Fighter-Magic-user might be the best option. If you use Tutu and it's accompanying fix-packs then you can remove any silly level restrictions (which are senseless and unnecessary). A Fighter-Magic user will have poor armor and this will make the early game harder up until you get higher mage levels and spells but being able to use any weapon that fighters can use, the AC and missile bonus from having 19 Dex , etc. will counterbalance the armor restrictions if you play smart and this character will become as powerful as you can imagine in BG2.
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SkeleTony: A Fighter-Magic user will have poor armor and this will make the early game harder up until you get higher mage levels and spells but being able to use any weapon that fighters can use, the AC and missile bonus from having 19 Dex , etc. will counterbalance the armor restrictions if you play smart and this character will become as powerful as you can imagine in BG2.
Just as an aside here, the First lvl Mage spell Armor will give a base AC of 6, with a Dex of 18 or 19, that's a base AC of 2. For a more "prepared" combat situation, the First lvl Mage spell Shield will give a base AC of 4 [2 vs missiles] - with the same 18 or 19 Dex, that's a base AC of 0 [-2 vs missiles].

A single class Fighter would have to be in Plate, w/a shield to equal the F/MU with Armor, and the single class Fighter would need a Dex of 16 or better to equal the F/MU using Shield....

So to rephrase your statement, a teensy bit, a F/MU will have poor armor *IF* they don't bother to use their MU side's abilities to improve their AC. :)

Later of course, the F/MU has access to, among other goodies, Blur, Mirror Image and Ghost Armor - making them quite superior to the single class Fighter in terms of base AC and hit probability....
Post edited July 07, 2013 by Lasivern
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SkeleTony: A Fighter-Magic user will have poor armor and this will make the early game harder up until you get higher mage levels and spells but being able to use any weapon that fighters can use, the AC and missile bonus from having 19 Dex , etc. will counterbalance the armor restrictions if you play smart and this character will become as powerful as you can imagine in BG2.
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Lasivern: Just as an aside here, the First lvl Mage spell Armor will give a base AC of 6, with a Dex of 18 or 19, that's a base AC of 2. For a more "prepared" combat situation, the First lvl Mage spell Shield will give a base AC of 4 [2 vs missiles] - with the same 18 or 19 Dex, that's a base AC of 0 [-2 vs missiles].

A single class Fighter would have to be in Plate, w/a shield to equal the F/MU with Armor, and the single class Fighter would need a Dex of 16 or better to equal the F/MU using Shield....

So to rephrase your statement, a teensy bit, a F/MU will have poor armor *IF* they don't bother to use their MU side's abilities to improve their AC. :)

Later of course, the F/MU has access to, among other goodies, Blur, Mirror Image and Ghost Armor - making them quite superior to the single class Fighter in terms of base AC and hit probability....
Granted. My personal issues with this are that I hate playing boring humans and elves and REALLY hate the nonsensical way dual classing and multi-classing works in (A)D&D (3rd/3.5 ed was a dramatic improvement but it is still a wonky system overall.).

Looking at the accurate and knowledgeable advice given here I am reminded of why (A)D&D would be the absolute LAST rpg system I would use to introduce anyone to rpg gaming. Something that could be explained and easily understood in a few sentences using RuneQuest would take a Jabberwock-ian explanation from someone very fond of typing (nothing wrong with being fond of typing) and a reader who is very fond of putting in hours of work to translate such into something they can understand in (A)D&D.
Post edited April 12, 2014 by SkeleTony
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SkeleTony: ...and REALLY hate the nonsensical way dual classing and multi-classing works in (A)D&D (3rd/3.5 ed was a dramatic improvement but it is still a wonky system overall.).
If you play pnp, Pathfinder improves the system even more: each level, you can take a level in any class you want. No xp penalties for taking too many classes, or anything. The encouragement not to mix takes the form of a minor benefit (typically +1 hp or an extra skillpoint) for taking a level in the class you started in.
Well... it just goes to show you that one man's vintage car is another man's broken-down beater. I really like the 2nd Ed AD&D dual and multi-class system. One of the reasons I won't play 3.0 [or .whatever] is that I feel that they broke the game by messing with those aspects [among other, as horrible, changes...].

Different strokes for different folks, obviously. :)
I much prefer the 2nd edition too. One of the reasons I never managed to play through IWD2 was because it had some wonky new system, and the same with NWN2. Everything just feels so bland there. There are many limitations in 2nd edition though, and it's hard to get your head around it all, so not great for a beginner, but it does give the games more flavour I think, and I find them more interesting to play.

One thing that always frustrates me, though, is that we can only use one magical armour item. That means you're typically left with a choice of using standard armour and lowering saving throws, or magical armour and better AC but worse saving throws. Suppose the limitation has to be there to not break the system, but that error sound when trying to equip something I just found is frustrating. Then look through all other characters and see if you can improve the overall picture.
I too prefer 2nd Ed, though there are many aspects I don't like, and many in 3rd Ed I do. One of my biggest beefs in 2nd Ed is the absolutely absurd notion that a Cleric (or any Cleric sub-class) can only use blunt weapons. Imagine a Ranger, widely accepted as masters of sword and bow, multi-classed as a C/R and simply because of this he/she cannot use a sword or bow any longer! It's madness. Even a pure Cleric has no reason to be restricted in that way -- a priest can't wield a dagger? Please! There are other examples, but that has to be close to the top of my list of 'what were they thinking!'
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Hickory: I too prefer 2nd Ed, though there are many aspects I don't like, and many in 3rd Ed I do. One of my biggest beefs in 2nd Ed is the absolutely absurd notion that a Cleric (or any Cleric sub-class) can only use blunt weapons. Imagine a Ranger, widely accepted as masters of sword and bow, multi-classed as a C/R and simply because of this he/she cannot use a sword or bow any longer! It's madness. Even a pure Cleric has no reason to be restricted in that way -- a priest can't wield a dagger? Please! There are other examples, but that has to be close to the top of my list of 'what were they thinking!'
I think someone mentioned the inspiration behind the whole "blunt weapons/weapons that don't draw blood" thing here. Mind, the rationale definitely has holes in it to the point that it's ripe for satire ("Oh Thor, lend me thy strength to do thy will in this battle without breaking my vow to not shed blood... instead, let's break this heathen's legs!").

But having a Ranger cease to be able to use certain weapons upon MC/DC as a Cleric never really bothered me too much; internally, it makes sense for the character to be bound by any limits that are placed on them by the gods to keep getting their power, and externally it cuts down on attempts to game the system to have a human Ranger get quicker access to the spell slots that they wouldn't ordinarily get until later with a paltry experience penalty.
Post edited April 12, 2014 by Jonesy89
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Hickory: I too prefer 2nd Ed, though there are many aspects I don't like, and many in 3rd Ed I do. One of my biggest beefs in 2nd Ed is the absolutely absurd notion that a Cleric (or any Cleric sub-class) can only use blunt weapons. Imagine a Ranger, widely accepted as masters of sword and bow, multi-classed as a C/R and simply because of this he/she cannot use a sword or bow any longer! It's madness. Even a pure Cleric has no reason to be restricted in that way -- a priest can't wield a dagger? Please! There are other examples, but that has to be close to the top of my list of 'what were they thinking!'
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Jonesy89: I think someone mentioned the inspiration behind the whole "blunt weapons/weapons that don't draw blood" thing here. Mind, the rationale definitely has holes in it to the point that it's ripe for satire ("Oh Thor, lend me thy strength to do thy will in this battle without breaking my vow to not shed blood... instead, let's break this heathen's legs!").
I don't know how true that alleged inspiration is -- I doubt it is -- considering that Song of Roland is an ancient poem, set in a very bloody war, wherein there is nothing to suggest that clerics only use blunt weapons, or that such weapons don't draw blood.

But having a Ranger cease to be able to use certain weapons upon MC/DC as a Cleric never really bothered me too much; internally, it makes sense for the character to be bound by any limits that are placed on them by the gods to keep getting their power, and externally it cuts down on attempts to game the system to have a human Ranger get quicker access to the spell slots that they wouldn't ordinarily get until later with a paltry experience penalty.
What limits, by what gods? The fact is, a soldier/ranger/whatever skilled in certain weaponry doesn't suddenly lose those skill because he/she takes up the quill. It's just nonsense.