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Mike Mearls: A Paladin, Ranger, and Wizard With Arcane Tradition Walk Into A Tavern
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<blockquote data-quote="Lanefan" data-source="post: 7648922" data-attributes="member: 29398"><p>I agree.</p><p></p><p>To work properly, however, would also require a return to independently advancing classes and levels rather than additive like 3e.</p><p></p><p>What I'd really like to see the designers take a long hard look at is that when you get XP you assign them to each class in a ratio set by you-as-player before that adventure. Then, when each class bumps it bumps, independently of any other(s). However, the classes are not additive - a F-4/MU-4 is NOT considered an 8th-level character; it's more about equivalent to a 5th. For things like saves, BAB, etc. rather than add 'em together <strong>you take the better of the two</strong> - in 3e terms a F-4 would have a BAB of +4, a MU-4 would be what, +2? So this 4-4 character has a BAB of +4.</p><p></p><p>This works best when the XP tables are on something of a J-curve like 1e; the amount of XP needed to be level x in a given single class should be about on a par with what it takes to be level x-1/x-1 as a double-class.</p><p></p><p>What this also does is allow players to focus more on one class than another and have that organically reflect in how they advance in level. If, for example, I want to have a Fighter who does a bit of Thieving on the side, I can assign its XP to reflect that as, say, 80% Fighter, 20% Thief. Obviously my levels would quickly diverge - I might end up as a F-6/T-3, for example, which is what I'm after in the first place.</p><p></p><p>Then, a straight limit on how many classes a character can have and you're all set.</p><p></p><p>Lan-"if you don't use XP this doesn't work, of course; but that's not the game's problem"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7648922, member: 29398"] I agree. To work properly, however, would also require a return to independently advancing classes and levels rather than additive like 3e. What I'd really like to see the designers take a long hard look at is that when you get XP you assign them to each class in a ratio set by you-as-player before that adventure. Then, when each class bumps it bumps, independently of any other(s). However, the classes are not additive - a F-4/MU-4 is NOT considered an 8th-level character; it's more about equivalent to a 5th. For things like saves, BAB, etc. rather than add 'em together [B]you take the better of the two[/B] - in 3e terms a F-4 would have a BAB of +4, a MU-4 would be what, +2? So this 4-4 character has a BAB of +4. This works best when the XP tables are on something of a J-curve like 1e; the amount of XP needed to be level x in a given single class should be about on a par with what it takes to be level x-1/x-1 as a double-class. What this also does is allow players to focus more on one class than another and have that organically reflect in how they advance in level. If, for example, I want to have a Fighter who does a bit of Thieving on the side, I can assign its XP to reflect that as, say, 80% Fighter, 20% Thief. Obviously my levels would quickly diverge - I might end up as a F-6/T-3, for example, which is what I'm after in the first place. Then, a straight limit on how many classes a character can have and you're all set. Lan-"if you don't use XP this doesn't work, of course; but that's not the game's problem"-efan [/QUOTE]
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