Here is what I have planned for classes and such:
- When the player chooses his/her classes, only 4 may be chosen (warrior, rogue, priest, wizard), but these 4 would have sub-classes (such as Cleric, Druid, Bard, Paladin, Sorcerer). Sub-classes will be chosen as kits (per now), and kits will be chosen through dialogue at the beginning of the game. Depending on implementability, this may/may not make it to the game.
- Dual-classed characters may choose kits to Dual-class
to. Again, I don't know the implementability of this feature, so I will not make any promises on this. But with the solution I have in mind, chances are yes, this will make it.
- Multi-classed characters may choose to have
one kit in either of their classes. Don't know if this will make it or not, but the chances favour the former.
- Specialist wizards recieve additional bonuses and penalties for becoming specialist (as per the AD&D rules). See
this thread.
- Clerics, Druids, Paladins, Rangers, and Specialty Priests (depending on what Diety they worship) will recieve different spells according to their spheres of access.
- Monks will recieve spells, as priests would, but of different spheres.
- Saving throws will be adjusted so they never go below a certain value (which I don't have at the moment).
- Non-fighter characters will benefit from having more than 16 constitution. They will not work exactly in the manner of the AD&D rules due to engine restrictions, but it will be something strikingly similar.
- I will implement my own version level 50 rules, even though realistically, your characters should only reach level 20 or 25 by the end of ToB.
- And I might implement a few kits for non-magical classes as well.
Because I haven't yet organized a Todo list for class changes, I am reciting everything off the top of my head, and so I might have left a few things out. I will do that once I am finished with items.
I am aware that some of these intended features will overlap with existing mods.
-Galactygon