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Extra weapon you can use to get awesome stats from = major benefit. Often weapons have much more important magic traits than shields will, and IMO that's where two weapon style shines. Especially if the character has non AC methods of defense like the notorious Kensai Mage.
In addition you can keep handy the souped up shield, with special abilities, saves, immunities, for boss fights. For these you fight one handed with the shield. Of course if one of your one hand weapons also has unique abilities, saves, immunities, that's the one hander you equip.
However, I think two handed weapon style is very useful. You get an extra 5% to get a critical hit with two handed weapons.
Sword and shield definitly has it's uses for a tank. Reduced armor class is always nice. Also, you can get some very useful shields in baldur's gate 2.
I find the game heavily weighted towards dual wielding over 2-handed as a result. 3rd edition rules addressed the issue by giving an extra 50% strength damage bonus to 2-handed weapons, I'm sure there had to be a mod that does that--in fact, I think I'm going to look for one now, I've been wanting to play a 2h Blackguard but I just keep getting sucked back into dual wielding being so much better.
Singled handed and sword and board are just too weak to be helped. There are too many other ways to lower AC from the start, and in the end game AC becomes nearly worthless.
And extra +1 attack is always better then not having it. Even with the penalty for *, you'll on average hit more often then just attacking with a single weapon, and once your thac0 crosses the 10 mark, after bonuses, dual-wielding completely out-paces not dual-wielding in total damage done.
I'd tier them as such:
Dual wield
Two hand
Sword and Shield (there are a few cheesey shields in the mix after all)
Single weapon
You state many things that are pure opinion as fact Kaiyl. Just saying.
For a beginner focusing on defense is more important than focusing on offense IMO. The first stage to learning this game is learning how to not die in fights, how to play it more tactically. Once you have that down you can start figuring out what defenses are able to be traded off for more offense. HOWEVER, I think a better defense than shields is range in BG1. In BG2 it's not the same, but at low levels and with the more open BG1 maps a bow and arrow squad can kite things all over and win. Focus on a bow heavy party and you'll see good success.
Just to be clear, the entire party splits the same XP, it's just some classes require less XP to level, with thief (Imoen) requiring the least. The quote sounds like you think they get more XP if they hit more or something like that.
Yes, I thought that who hit and kills more get more XP. Because when I started the game, I saw that I need 2000 xp to level up the characters (maybe this was not for everyone, but I presumed that). I need to read the manual more...
Yeah, the xp table is a little weird, so it's hard to generalize how fast a certain class levels.
Druids start as one of the faster leveling classes but eventually become the slowest once they hit level 13.
Thieves/Bards are always consistently the fastested leveling classes.
Clerics (and monks) start fast, slow down to crawl in the mid levels, and then speed back up again once they get to higher levels.
Fighters/barbarians are reasonably consistently in the middle in terms of leveling speed the entire saga.
Paladin/Rangers level slightly slower then fighters at first but get even slower as the game progresses rivialing mages who slow down down almost as badly as druids do at higher levels.
Mages/sorcerers start the slowest, get a little fast in the mid-levels and then slow back down a lot in the higher levels.
And due to the different amounts of xp levels, the highest levels certain classes can attain are capped differently.
in BG1 - (maximum total character xp: 161,000)
Thieves/Bards/Druids can hit level 10.
Mages/sorcerers can hit level 9.
Everyone else can hit level 8.
(for multiclass their xp cap is split equally by their number of classes, where as a dual-class subtracks the exp their first class gained from the maximum their new class can gain)
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Dexterity has nothing to do with melee combat.
And 90% of the range of stats you can get during character creation do nothing or only give a very minor benefit until you can much later in the game have an opertunity to break the normal limits imposed by character creation, via items/events. (it's not until around 19-20 that stats kind of start to give significant bonuses...but unfortunately, most of them aren't implemented that well, aside from strength which does have most of it's proper benefits, so there's no real incentive to worry about it much).
Developing good tactics and party practices though will ultimately help you a lot more then levels or stats ever will.
Use a character that can stealth to scout ahead when able so you aren't completely caught off guard by encounters and can weigh your options and decide if you've got the means to beat them or if you should come back once you've better prepared.
Read your spells carefully and weigh their pros/cons around what current capabilties your party possesses. And try to make sure you alway have a few universally useful spells/abilties (buffs are a solid option for these slots) for those times where you're forced into a battle you couldn't prepare for.
If you have mages or bards, hang on to any extra spell scrolls or wands you find as emergency back-up spells if you run out normal slots and need another debuff/buff/summon/etc to turn the battle in your favor. (some spells though are pretty useless, like infravision, so make it's a useful spell before decide to keep it or not.
Reflected image is a spell I'd never learn or memorize (it just gives a 50% chance for a single attack to miss) but if I had a scroll of it, popping during an ambush could save the mage's life if no other readily available defense was available or would take too long to cast.