Talk:Monk/@comment-188.22.101.193-20180205134627/@comment-80.146.4.81-20181103230340

Where is the roleplaying factor in your observation?

For example I once created an Illusionist und tried to play solo from the SoA starting point. It took me over 122(!) in game days just to leave the first dungeon because of my few spells and no healing options beside potions. Which means, at that point of the story I should not have been able to leave at all. Time out, game over.

For some people a pitiful heal is not worth it, but for me it's a big time saver. While I like mages a lot because they can do almost everything in the late game, they are still limited by the number of useful spells. Unless you know where you need what spells, you will most likely scout/sleep/fight for every two encounters. For me that sounds a lot like eight hours sleep after every 15 minutes of action. Not very appealing.

The fighter on the other end doesn't need much rest until AC don't matter anymore, but without a party one is also at a serious disadvantage not only against enemy spellcasters, but also because healing by sleeping also takes a lot of time (at least until you get special items or CON 20).

Now consider that for roleplaying reasons dual class options are not available, and multiclass options are further limited then they actually are (for example by limiting the gold or items you can get, because you need to spent twice as much effort to train both classes at once). And to make it a little more intesresting: No reload on death, you do a solo ironman run without editing your savegame and to complete the story you actually have a timelimit.

Would you still consider a fighter (or mage), or would you go for the single classes that have a better mix in abilities, like the Paladin, Monk or Blade? They might not have the highest possible damage but I'm pretty sure that they would get the job done with time to spare.