Hi,Can't believe I found this board! Nice to see there are still people who appreciate the old RFG/Wizardry games - it ain't all about framerates! I've played through BOTCF several times and am now doing it with a super high-roll party (thanks MadDog!) so I can import into Wiz7 and Wiz8.
My party is:
Elf Lord
Felpurr Ninja
Felpurr Monk
Felpurr Samurai
Faerie Mage
Faerie Priest
Level 10, just arrived at the Isle of the Damned. I've been reading on the board about some fun tricks to do, especially in the endgame, that involve changing professions so all party members can hide (with Ninjutsu skill). Of course, I'd also like to play a party where everyone has Kirijitsu skill too. So I tested it out, not having changed professions before, changing my Lord to a Ninja. Problem is, all his base stats were reset - not to the original values rolled for the character, but rather to the (not as good) base stats for any character entering the new profession. I know this is by design and I can deal with the level / experience hit, but it would make more sense to me to drop the character to their originally rolled base stats (just because they changed profession, doesn't mean they got slower and stupider to start with at the beginning!).
So is this really a good tradeoff just to get Ninjitsu and Kirijitsu for everyone? It doesn't seem like it because I'm losing base stats and would have to play my characters back up to the minimums for their original professions, then lose them again when I switch back the Lord, Mage, Priest and Samurai?
Thanks!!
It's all in the planning.Also, if you're going to change class to acquire certain skills (the most common being ninjutsu, the second being kirijutsu), you're much better off doing it early in the game. As it is, you've accumulated ten levels that you're now going to "throw away" with a short jaunt through the ninja class (as that gives you both skills you want) only to change (or revert) to something else.
As you've noticed, when you change class, your attributes drop to the racial/class minimum, whichever is higher. They don't go back to your original numbers. (Life's like that: you live within the parameters of the game; if you really don't like it, you'll just have to hexedit.)
You plan your class changes to make use of this fact. For examle, ninja is a very good transition class, as it has requirements for every attribute but one (personality). Thus, a ninja can change class to a samurai, ranger, valkyrie, etc., after only a few good levels.
Lord is one of the hard classes to transition to, as the only other class with a comparable personality requirement (bard) lacks any other overlap with the requirements for lord. You might compensate by making your lords hobbits. I usually deal with it by making them felpurrs. (The other solution is to skip the lord altogether, and take a valkyrie, instead.)
Plan your final classes. IMHO, to make optimal use of the prime, guaranteed equipment, you want a valkyrie, a fighter/lord/valkyrie, a samurai, and a bard. There is some good ranger equipment, too, but the class is only so-so for the end game, and the equipment isn't THAT good.
Also think of what you want to import to CODS (and ultimately to W8). Each character can only import one "prime" item, such as the Avenger, Fang, Elven Bow, Muramasa Blade, Cat O'Nine Tails, Bushido Blade, etc.
Finally, again imho, pure casters don't make good end-classes. If you don't want to mix spell schools, make your priest a valkyrie or lord and your mage a samurai or bard.