tacossmellgood: I'm planning on taking my party through all three games, so I want to plan ahead a bit with this.
I noticed that all races other than Human are subject to level caps in pretty much any class available to them. I get that this is supposed to balance the choices, but I am wondering if taking this hit is worth it in some cases
My planned party is Paladin, Fighter/Thief, Cleric, Mage
I was going to use Human for Paladin and Cleric, and then Half Elf for the Fighter/Thief and Mage. But I see that the half elves are capped at 15 for Mage and Thief, and 17 for a Fighter.
This seems like totally not worth it, and I can't really find stats on exactly how much race specific advantage there is for things like Magic resistance.
Any advice?
Thanks
atmasabr: I wouldn't worry about it too much. Level 12-13 is pretty powerful in all classes. More so if you have a few teammates who are even stronger. And I'm not convinced you'll even reach the caps if you play casually. Even so, warriors cap their Saving Throws at 17 anyway. Thieves don't get much in this game besides lockpicking, though it is very rarely important.
The best fast deep dive into most 2nd Edition AD&D stats per race/class is in Baldur's Gate II Wikis out there.
Elves have 90% Sleep and Charm Resistance while Half-Elves have 30%. A complete non-factor. Their main advantages are their access to more multi-classes
The inability to cast Raise Dead on Elves will be a frequent source of reloads in the second game, other than that there's ways around it.
Dwarves, Gnomes, and Halflings have a large bonus to saving throws against magic. It's +1 for every 3.5 points of Constitution. Dwarves and Halflings have the same against Poison/Death. It's relevant in both I and II, though rarely.
Gnomes are the only class that gets Cleric/Thief, though that probably won't tempt you in a blind playthrough.
Thanks for the rundown!
I was a little worried about not being able to resurrect the Elves in Part II. That seemed annoying. You can gain the high level Cleric spell in part III, but only if your Mage can get to that high of a level, and it almost seems like most people won't even get to the top tier spells in a regular playthrough.
I have a Mage/Cleric in a EOB 1 party right now, and I realized that actually it might be better to have a full Mage so as to take advantage of higher level spells. I also often find that it's too time consuming and difficult to manage both Cleric and Mage spells in a single character during a fight
My solution is either going to be starting over, or picking up the Elf Mage NPC in level 11, but I'm worried about the hassle of no Elf resurrections in EOB2/3.
Would you say that's a big deal, or not so much?
Also, I do not have any theif at all in my party, but I understand you can pick up Amber in EOB2, and there's another NPC in 3. I'm somewhat of a completist, so I feel like I'll have to do that if I don't have a thief in my main party