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cRPG Builds


Builds in Computer Role-playing Games



cRPG Build Definition


As it pertains to cRPGs, a build is a collection of progressively acquired cRPG stats and properties representing a character or combat unit. Most commonly, that progression takes the form of incremental levels in a class or mix of classes and/or ranks in skills, but usually includes the abilities (attributes, feats, spells) and items chosen for the character as well. 

Sometimes, in-campaign choices impact the build through cRPG reactivity such as shifting reputation, dynamic alignment and stat bonuses or penalties; cf. Planescape: Torment.

Builds are used to define one or more combat or utility roles. Paladins, for example, can be tanks and damage dealers but also usually play the role of diplomat in parties.

cRPG Builds can be broken down into three main components:

  • Foundation
  • Progression
  • Finalization

cRPG Build Foundation


Fallout 1 Builds

Most cRPGs employ character generation or chargen in order to lay a foundation for the build and suggest its potential: chargen dictates build potentiality through stats and properties, though sometimes chargen only grants an initial focus in the character which can either be built upon or quickly overridden, in-game.

cRPG Build Progression


Frenzied Berserker NWN2

Builds can progress naturally over the course of a campaign or they can be governed by powergaming considerations (min-maxing) and foreknowledge of campaign design (metagamed build).

Builds can be tailored to overall effectiveness or early game, mid-game or late-game effectiveness. Some builds suck at low level but mature into god-tier by epic levels, and vice versa: end-loading vs. front-loading. 

For example, powergamed front-loaded builds pack in as many statistical and property-based benefits as possible in order to overcome early-game difficulty or tedium whereas end-loaded builds endure weakness and tedium in order to come out on top and dominate down the stretch.

The Destroyer: ToEE Fighter Build

In many cRPGs, it is easy to nerf or outright gimp builds by allocating the wrong stats or choosing the wrong feats, skills or spells. Everyone knows that. But let's give an example of how a reasonable, sensible build can still be noticeably suboptimal. My condolences, but you're playing the NWN2 OC. In chargen, you chose Half-orc for 20 Strength, Barbarian for Rage and then chose Weapon Focus: Greataxe. Nothing wrong with that foundation, right?

But wait. If you chose Human race and Fighter class instead, you would have access to Cleave at level 1 whereas your Half-orc Barb needs to wait until 6th level to get Cleave. But what does that mean? Well, in NWN2 OC that means the Half-orc Barb encountered 300 enemies without Cleave whereas the Human Fighter had Cleave and Great Cleave vs. those same 300 enemies. The difference in early-game slaying power is huge. Eventually the barb catches up but only at the end of Act 1, after a full 500 foes have been encountered.

cRPG build finalization represents the completion of a build; that is, the build has been fully realized and has reached its limit or cap, and has been crowned. 

Hammerhands Master of Magic

In some cRPGs, builds are never truly finalized due to extremely rare random itemization and suchlike (e.g., Diablo 2).

cRPG Build Level Caps


Planescape: Torment Guide

Level caps also come into play. The level cap is the maximum level achievable by a character or combat unit in a campaign. That is, the player figures out what they can build within the range of levels offered. 

Sometimes, the level cap exceeds the level that can reasonably be attained outside of grinding, so that needs to be factored in as well.

Tailoring cRPG Builds to Itemization


Fallout 2 Slayer Build

cRPG Builds are often tailored to itemization; that is, the character is built with general item-types or even specific, static items in mind. In the attainment of combat effectiveness, some cRPGs put great weight on itemization and in others stats do the heavy lifting, but in most cases both items and stats are important.

Martial D&D 3rd Edition cRPG builds are highly tailored to specific weapon-types: up to seven feats are taken that relate to only one weapon-type (e.g, Scimitar NWN). That means the feats are worthless and the build is gimped when not wielding (for example) Scimitars. Intensely focused builds are often the result, as exemplified by Weapon Master NWN2. In addition, the weapons for such builds are usually hand-crafted since generic itemization doesn't do the builds justice.

Items often plug holes in builds. With foreknowledge of itemization, powergamers can save on skill-point expenditure by equipping a skill-granting item and investing more in core skills instead.

In some cRPGs, there are examples of builds being based on a single item (without the item, the build is suboptimal or fails its concept). Likewise, builds can target a single, OP gimmick overlooked by designers. cf. cRPG Itemization.

Min-Maxing cRPG Builds


Arcane Archer Build NWN

Min-maxing is the dumping of secondary stats in favor of further increasing core stats. Usually, social stats are dumped in favor of physical or mental ones. Extreme min-maxing even dumps one or two core stats in favor of a prime. For example, physical survivability such as dodge and soak is eschewed in favor of inflicting more damage (the glass cannon).

While min-maxing can be fun and is a proving ground for ruleset expertise, it can take away from the nuances of cRPG mechanics and combat encounter tactics (steamrolling or bulldozing). Buffing and warding with spells and consumables, for example, may no longer be required on min-maxed juggernauts.

Theory-crafting cRPG Builds


Deep Gnome Icewind Dale 2

Some gamers play certain cRPGs just for their build-crafting features; they care nothing for the story, questing and exploration except as they impact the build. Mostly, they are interested in theory, experimentation and optimization.

For other gamers, character building concerns can over-complicate matters, slow the game down and turn them off -- especially if they gimp or over-dilute their build through uninformed choices (RTFM).

Multi-class cRPG Builds


In addition, multi-class building can enhance role-playing or break immersion and offend sensibilities (see Fighter Build NWN1 for more info) by allowing characters that are simply NOT believable. This would be an example of powergaming or feature-bloat overriding realism and plausibility.

Respeccing cRPG Builds


Bowazon Diablo 2

A built-in feature of some cRPGs is the ability to completely respec builds. Respec means the player isn't forced to commit to a build and their build choices. It is a casual feature that has no business being in any game whatsoever, let alone cRPGs. Those who request respec ability in remakes -- you know right then and there, they don't like cRPGs, they don't like their choices to count, they can't commit.

cRPG Build Examples


Posted primarily for self-reference purposes, this is an index to the cRPG builds and templates that I have so far posted dedicated write-ups for on cRPG Blog. This list is not exhaustive: other builds can be found in walkthroughs and retrospectives (e.g., Storm of Zehir and several others). 

Most of these are AD&D 2nd Edition and D&D 3rd Edition templates or builds, but there are some non-D&D builds as well.

Arcanum Build



Baldur's Gate 1 Builds


Fallout 1 Builds



Fallout 2 Builds



Master of Magic Builds



Icewind Dale 1 Builds



Icewind Dale 2 Builds




Neverwinter Nights 2 Builds 



Temple of Elemental Evil Builds



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