And when I said classes I could also add weapons, magic schools, etc... anyone tried to use short swords or bastard swords in BG2?, enchantment and necromancy specialist in NWN2 OC? a slinger halfling in Icewind dale?
I i tried to make a necromancer specialist on nwn1 and nwn2 and ended deleting my character. Playing as a necromancer on NWN2 was pure frustration. I was using only my party members and spending more time on gorund than playing my char. In fact, people who enjoy being a necromancer on it generally mod the game
Spell fixes is a must have spell if you wanna be a necromancer. Why?
Originally Posted by "spell fixes https://neverwintervault.org/project/nwn2/script/spell-fixes-and-improvements"
-Animate Dead- Now you can have multiple summons. Skeleton Warrior gets a bonus of 1d8 cold damage if above caster level 14. Skeleton Warrior's attack bonus scales with you at a one to one ratio with your caster level, if above caster level 14. This helps to keep the spell useful at higher levels. Can no longer target a creature when casting this spell (prevents a bug where undead wouldn't scale with caster-level).
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-Cloudkill- Can't stack spell in the same area of effect anymore. Range changed from Long to Medium. No spell resistance. Moved metamagic and damage roll to inside of loop, otherwise one roll at the beginning of round was being used, rather than a new roll for every target. Immunity to poison by one target doesn't cancel spell for all other targets anymore. CON damage will now stack properly. Can't be dispelled while in the cloud.
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-Acid Fog- No spell resistance. Increased duration to last 1 round/level, removed spell save, changed range from Long to Medium, changed radius size from 15' to 20', and lowered initial damage to 2d6 as per PnP. Correctly calculates random damage for each target in the area of effect rather than one roll per round applied to every target. Will now remove Area of Effect if caster is dead. Lowers movement speed to 5 feet per round. Gives affected targets -2 to attacks and damage inflicted. Can't be hit by ranged weapons nor can you hit with ranged weapons while in the fog cloud as per PnP. Gives 20% concealment to affected targets versus melee attacks while in the fog cloud. Changed TargetingUI (3rd column from end) from 8 to 2 to match 20' radius.Caster Level stored on AOE for proper Dispel Magic callback. This is the second AOE that works using my Dispel Magic code for removing AOE's. Can't stack spell in the same area of effect anymore. This is the second AOE that works this way. https://neverwintervault.org/project/nwn2/script/spell-fixes-and-improvements
Is so frustrating to see enemy necromancers and warlocks doing all cool and crazy stuff on cutscenes while the PC being one is a useless piece of ****. I can bet that a lv 12 NPC necro is stronger than a lv 20 PC necro on nwn2. Seriously, warlocks on OC appears conjuring hordes from hell, teleporting and doing all crazy stuff only to enter in your party and have useless invocations even after epic level. In fact, many invocations which should grow up with the PC, like chilling tentacles(should have caster level + 8 BAB) has a fix + 5 BAB meaning that decent armored enemies can't be hit by it. And even after the hit, they are allowed a save before being grappled with no grapple routine implemented. Epic feats like Eldritch Sculptor and Master of elements also doesn't exist unless you use warlock reworked.
PS : One thing that i love BG1/2 is that Plate armor is more likely to deflect slashes than blunt attacks. Maces are far better against plate armor.
PS 2 : I don't like playing as divine casters but i an against nerfing the class.
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Talking more about necromancy, i asked some questions to Larian on reddit AMA but nobody answered. I an pretty sure that if they put a one summon limit, every necromancer fan will download a mod to fix it.