Reflecting on my dips
So I think I have a kind of tier list for the various Multi-Classed Dins, based mostly on my spellcaster playstyle.
I still think Wizard Dip is tough to top here. No other dip is going to give us the option for casting spells at the Character lvl right on the power curve. I thought I wouldn't be able to write lvl 6 spells, but that wasn't the case for my 1/11 Bard. Instead I think earlier I was playing as a D'wizard and trying to do a 2/10 split there which may have thrown me off. Pretty sure in order to write a Globe or Chain Lightning, it needs to be the 1/11 split just to hit the lvl 6 spellslot with a known spell, at which point a Wizard could write something down using their prepared list at that level.
I still find the spellslot progression in BG3/5e pretty confusing. Full Caster, Half Caster, Quarter Caster, Non Caster (unless they pick a subclass like EK or Trickster) then Pact Magic for the Warlock, which is like the most confusing lol. I think Warlock Combos seem fine as long as we're dipping into it, not out of it, and also not taking it as the last lvl at 12. Just because it doesn't combine with the other spellslots to give anything extra on top. Warlock seems like mainly would be just for the Blast to scale with char lvl, and then one flavor spell like Hex or whatever. Hexblade has alright options since that has the weapon perk at lvl 1, everything else feels like you gotta go 2 lvls for the extra warlock slot and agonizing/repelling blast, but then sorta defeats the purpose at the high end. I think that's what I did there as well when I tried to mix warlock into things, like a 2/10 Warlock Wizard split when I tried Necromancy. In any case I think the 1/11 split is probably better. Reason is because we don't get a second lvl 6 spellslot anyway. It's capped at a single cast at that the max, instead we get another lower lvl spellslot when we hit Char lvl 12.
Would have been nice if they'd just picked a word other than 'level' for char level and spell level, since it's always been confusing hehe.
At Char Level 12, Spells are
Level 1: 4 slots
Level 2: 4 slots
Level 3: 3 slots
Level 4: 3 slots
Level 5: 2 slots
Level 6: 1 slot
Then from Halycon couple years back
Caster Level 1: 2 Level 1 Slots
Caster Level 2: 3 Level 1 Slots
Caster Level 3: 4 Level 1 Slots, 2 Level 2 Slots
Caster Level 4: 4 Level 1 Slots, 3 Level 2 Slots
Caster Level 5: 4 Level 1 Slots, 3 Level 2 Slots, 2 Level 3 Slots
Caster Level 6: 4 Level 1 Slots, 3 Level 2 Slots, 3 Level 3 Slots
Caster Level 7: 4 Level 1 Slots, 3 Level 2 Slots, 3 Level 3 Slots, 1 Level 4 Slot
Caster Level 8: 4 Level 1 Slots, 3 Level 2 Slots, 3 Level 3 Slots, 2 Level 4 Slots
Caster Level 9: 4 Level 1 Slots, 3 Level 2 Slots, 3 Level 3 Slots, 3 Level 4 Slots, 1 Level 5 Slot
Caster Level 10: 4 Level 1 Slots, 3 Level 2 Slots, 3 Level 3 Slots, 3 Level 4 Slots, 2 Level 5 Slot
Caster Level 11: 4 Level 1 Slots, 3 Level 2 Slots, 3 Level 3 Slots, 3 Level 4 Slots, 2 Level 5 Slot, 1 Level 6 Slot
Caster Level 12: (No Change)
So working backward from there the best split for me would seem to be the Full caster splits, basically 1/11 if trying to get the most out of it, like eating a feat at lvl 12 but not really losing out on anything in terms of the spellslots, and while still having a known lvl 6 spell.
I have trouble deciding. With Cleric we get the best overall Weapons and Armor proficiencies, also the best spell in the game, Sanctuary hehe. Plus we get to pray to Tiamat which is a nice touch. We get a lot in terms of itemization for the lvl 1 dip there, and Wisdom is a pretty importance save. The Domain list for Clerics has some pretty nice flavor options, even if they all sorta follow the same rubric at lvl 1. Druid feels like it would be the next best, mainly for their flashy cantrips and lvl 1 support spells like for rituals, but they don't get to pick a god from the list and they lack a ranged weapon by default which is a bit of a bust. Sorcerer is awkward mainly because I need to get two Prime attributes working, and there's no Circlet of Wisdom to make that convenient. I think Meta Magic from Sorcerer is more powerful than anything a Wizard can do, mainly because of Distant spell. Ideally we would somehow combine Sorcerery with Cleric of Tiamat and Wizardry for the freebies but it puts off a slot at the top end, since we need to know a lvl 6 spell to write one as Wizard, and there we'd cap out at lvl 5s. I'd still have the slot to upcast something, but not to write the Globe or Chain Lightning. Not that it really matters when one can just sorta steal scrolls, but it doesn't comport with my sense of class fantasy, or multiclass fantasy absurdity I guess lol.
Din just wants to do it all I guess. Currently Cadillac Din is definitely pretty broke as we enter Act III. I think he must have blown past large sections of the early game and skipped over some items. The helmet from the top of the Monastery would have been nice, but pretty sure we skipped that one. The Gloves of the Belligerent Skies are somewhere, I think maybe Gale's inventory? It can be tough when juggling many Dins at once to remember what's what. I think one of the strengths of the game is also a main pitfall, namely how itemization supersedes class fantasy and most other considerations, since there's like always some way to use itemization to go pretty far beyond what would be possible with just the standard class abilities and mundane equipment. With the right scrolls, the right potions, the right gloves, you can essentially transform class on the fly. Unless I choose to get myself arrested where we are temporarily stripped of items, there's really no extended point in the game where the player is forced to rely only on what comes over just from their class and base attributes.
Without taking consumables and enchanted equipment into consideration I think the most powerful or versatile multiclass combos would be pretty different. Also the short resting between encounters rather than long resting is almost entirely elective here, I mean except for a few main set pieces where we are stuck in a hostile environment and have to stretch the rest, but for the most part it's up to the player. Ethel's lair, beneath the Creche, the Colony beneath Moonrise etc. anywhere the minimap glows red. There are more in Act III but even most of these still allow for a Long Rest either by just backtracking or via some sort of restoration pod, fountain, whatever. Plus potions of Angelic slumber or Divine Intervention etc, there's almost always some way to recharge. Classes that focus on Short Rest or pushing on without rest are just not as useful overall when compared to their burstier counterparts the way I seem to do things. I think this gives an incentive to make the already hybrid type Classes even more hybridized, with more multiclasses than would otherwise make sense, or at least sans items or scrolls to prop them up. Here we just sleep in the hallways right outside the door, like the same we would in BG1. All our Wizards and Sorcerers and S'wizard whatevers, they can all sleep standing up lol.
Unfortunately for Philomeen, I didn't have enough gold make the trade this time. Mostly on account of buying a kushigo hood and some other random stuff from Quartermaster Talli, that nobody will ever wear lol. I just feel like we should get some sort of extra special bonus if I somehow blast Gortash. But then I also worry that we don't have enough minions or money at lvl 9. I'm not sure if it's possible to chip him down completely, unless maybe we take the Alert feat instead of trying to showboat with an 18 in Wisdom. But then I also want to use the Dragon Staff. For some reason I always blow the Mithril on Armor thinking I'll sell it, when probably the shield would have been more useful hehe. In case Karlach goes full Veronica on us again