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Soloing any class always manages to hit level(s) by the end of Chapter 5 Sequences which for the rest of bits upto arriving Athkatla completely halts progression forcing me to recruit couple of NPC's just to stop wasting XP's.

I want to install XP cap removal so that any multi-class solo session continues to grow in power but at the same time it appeared completely against game rules, just like, unaware of developer's intent in making Caps for some reason and that there may be consequences in general game-play.

It makes no sense to me why halting multi-class players beyond certain levels since individual split classes are still within acceptable 8 million XP. By capping the Total XP many combos of varied classes never get the full potential compared to dual-classed or single classed reaching beyond 30 levels. Triple Classing is what hurts the most since there is no way to progress by game rules and soloing hits the Cap way too early before Chapter 6.

I would like to know are there any (serious) disadvantages for Multi-class characters progressing beyond the original cap(s) via artificial means .i.e mods offering xp cap removal? any effect on end-game bosses like becoming too powerful in comparison to protagonist or things that become unbalanced as you progress beyond 8 million XP (total), etc.. oh! and btw talking about BG2 SOA-TOB.
Post edited October 05, 2012 by shrekdj
Well the real disadvantage of removing the cap is that it makes single-classed thieves and bards pathetically underpowered by the endgame, because they end up with multiple millions of unused and wasted XP by the end. It's not balanced in the slightest, especially for multi-class characters who simply become obscene and get billions of HLAs, or for dual-class characters who can get to 40+ regardless of their original class's levels.


Personally, I changed the total XP cap to 10 million, shifted the level 40 XP requirement for clerics, bards, and thieves down to the appropriate point instead of 8 million, and smoothed out druid levelling somewhat. (That required some extra work rebalancing the spell and THAC0 progression, though, as well as changing the level at which they start getting HLAs.) 40 is still the level cap, however. It still leaves rogues a bit underpowered at the end, but I find it more satisfying than the base game's setup.

You can mod the game to have a higher level cap than 40 in addition to altering the XP cap, but that requires you to alter a huge number of 2DA files and I've never bothered with it, honestly. Allowing rogue classes to get to level 50 but leaving everyone else capped at 40 seems like it might be a decent way to make them a little better at high levels, if single-classed.