Recruiting to playtest Steel Dragon's World of Orea RPG: D&D 1 & 2e base +

steeldragons

Steeliest of the dragons
Epic
OH! [MENTION=48762]Leif[/MENTION]

Also, here's the WoO Ability Score/Bonus breakdown. You are free, of course to move your scores to fit however you like, if these adjustments give you different ideas. Naturally, you can not change them once character creation is complete.
Ability Score...Mod.
3...-4
4...-3
5...-2
6-7...-1
8-12...Average abilities. No modifier.
13-14...+1
15...+2
16...+3
17...+4
18...+5. The maximum of natural human potential.
19-20...+6 [since certain races, themes, items, etc... might increase abilities beyond 18]
21 and up have further bonuses, but since I doubt we'll be needing these, they're not really important for you right now. But do be aware giants, dragons and other larger creatures could, conceivably, have scores that exceed 20. If we're still going at mid-high levels (or scrap this, eventually, and test/jump into a higher level game) this might be relevant.
 

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steeldragons

Steeliest of the dragons
Epic
Thief Class features:
Skill Mastery: The Thief has become very well-acquainted with the value of paying close (if unnoticed) attention, learning quickly, and duplicating tasks accurately. Beginning at 1st level, a Thief receives +1 to their Skill rolls. This Skill Mastery (SM) bonus increases every 3rd level. So the bonus goes up to +2 @ 3rd, +3 @ 6th, etc...to a maximum of +5.

This bonus, effectively, gives the 1st level Thief a “leg up” when dealing with any skill. Untrained skills are rolled as if they were trained (+1). The trained skill is slightly more adept than the average person with that skill (+2). The adept skills (including their Class Features) are bumped up to “Expert” level (+3), etc...

Stealth:
The Thief is a master of going unnoticed whenever they like, as many of their skills and abilities are greatly assisted by doing so. The Thief receives an automatic +2 (+ Skill Mastery) bonus to all rolls involving the following:
~ Move Silently: the Rogue is able to maintain their normal movement rate and keep their motions quiet.
~ Hide in Shadows: the Rogue is able to blend into areas of darkness and shadow to shroud their movements or blend and freeze to simply hide unseen. On a successful roll the Thief is able to move up to half their normal movement rate and remain hidden from normal view. Additional senses, like creatures with acute noses, heat-sensing vision or psychic powers can reveal the Thief. A Detect Invisible spell, however, will not as the Rogue hiding by means of this skill is not cloaked with magical invisibility.

Climbing & Footing:
Rogues have the reflexes and balance to travel along surfaces that many others dare not: climbing walls or other sheer surfaces, edging along narrow ledges or rafters, angled rooftops, etc... The Rogue requires no roll to climb a normal line/rope, rough hewn stone or other non-slippery surfaces that could provide hand- and foot-holds.

Other surfaces (smooth rock or wooden beams, treading an icy ledge, etc...) would require a roll and apply a +2 (+ Skill Mastery) bonus to any rolls involving Climbing and/or Balance. They can move half their normal rate while doing so.

Search: The Thief keeps a watchful and dubious eye on their surroundings. Rogues add +2 to rolls when conducting searches for just about anything: traps, secret doors, hidden compartments, noticing treasure in a pile of trash, etc... This +2 (+ Skill Mastery) also applies to noticing other creatures (and rogues) who might be attempting to hide and/or move stealthily.

Sleight of Hand: Thieves are very nimble-fingered and have a knack for grabbing, palming, and/or slipping small hand held objects into or out of view. This might be used to snag an extra gem or two from the treasure, pick pockets, slip a potion into someone’s drink, card or coin tricks and other non-magical legedermain, as well as the “find the stone under the cup”  or other scam-type tricks. The Rogue receives +2 (+ Skill Mastery) to their rolls for any such activity.

Disarm Device:
Thieves have all come across the occasional...“impediments” in their time and can figure out how to get around them. The Thief receives +2 (+ Skill Mastery) to any rolls to open locks, shut down or bypass non-magical traps and other mechanisms or devices that the Rogue can get their slender picks into. Note the Rogue must have a set of “Thieves’ Tools” available to attempt disarming.

Sneak Attack:
Rogues can surprise and strike a vulnerable spot on a target who has not noticed them prior to the attack. Generally, though not always, this demands a successful Stealth roll to get into position and a minimum of 1 round observing the target (your DM will tell you what is necessary). If a Sneak Attack is possible, the attack roll receives a +2 to hit against the target’s base AC -ignoring any Dexterity or shield bonus of the target.
A successful hit deals additional damage of +5 hit points every other level: +5 1st-2nd, +10 3rd-4th, +15 5th-6th, etc... It should, however, be noted, that some creatures’ abilities, physiology, magic, etc... might make a Sneak Attack on them impossible.

Bonus Language:
Thieves are able to “speak” and understand the double talk, slang and hand gestures that comprise the disreputable language known as “Thieves’ Cant.” [Yes, Hygarr gets this regardless of his Int. score. You can add it to your Languages list.]

Themes: Rogues begin play with 1 Theme and gain an additional rank every 3 levels (3rd, 6th, etc...). A Rogue may choose any Rogue Class or General list Themes, plus the Warrior Class options of Archer, Brawler, Dual-wielder, or Skirmisher.
 

Binder Fred

3 rings to bind them all!
Since @Lwaxy and @Leif both have character creation stuff to do we can either suspend play until you are ready, I can do some initial solo backstory with each of them and bring you all together when you're back...or NPC Johnnie Boy.
I'd prefer to get the maximum out of the two weeks left until vacation, so I'd say we keep roleplaying solo until Leif is done with his character (with Hygarr sleeping in the background until he's ready to 'awaken' :) If John leaves the hideout before then, he can always catch up (sent by Big John to make sure he doesn't get into 'trouble'?). And then you can NPC Johnnie as needed if you want.

Re multiclassing, no reflection on Leif's character but I got to say that going the 1e/2e way is badly, badly unbalancing. It was very badly balanced when we were playing it face to face (multiclass characters being just one level "behind" by the time we reached 6th or 7th level, as I recall), and it becomes even more so in a pbp game where advancement is so slow. The likelyhood of the multiclass PC ever facing the (frankly very mild) disadvantages of multiclassing is low to non-existant here (the longuest pbp games I've ever done lasted 3 years of daily postings and got us up (barely) to level 4. In all other games I've played, rising 1 level was the all time maximum), so it's basically double the power at level 1 for no cost at all. Fixing this (in a very elegant matter, I might add), was the greatest rule advancement of 3E. If you want to do it this way, I'd therefore strongly suggest cutting the basic powers of each class in half in terms of either presence/absence (allowing players to choose half the powers in the combined pile (possible balance issue here, of course) or from an either/or list?) or effectiveness, especially those main class 'feature' powers.

Actually, and thinking about it, the presence of Themes in WoO, allowing you to do a Fighter-themed rogue or a Rogue-themed fighter even at first level, sort of makes 1e/2e multiclassing redundant, IMHO. In any event, if we go with the rules as written I'll make johnny a Rogue/Fighter as well please (as I said: all the rule/crunch advantages, none of the inconvenients, so why would you *not* do this?).

Is triple-classing allowed? (not that I'd want to go that far for my PC, but that was the old power-gamer's dream build back then...)
 
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steeldragons

Steeliest of the dragons
Epic
I'd prefer to get the maximum out of the two weeks left until vacation, so I'd say we keep roleplaying solo until Leif is done with his character (with Hygarr sleeping in the background until he's ready to 'awaken' :) If John leaves the hideout before then, he can always catch up (sent by Big John to make sure he doesn't get into 'trouble'?). And then you can NPC Johnnie as needed if you want.

Oh yes. Of course. We'll keep going until you leave.

Re multiclassing, no reflection on Leif's character but I got to say that going the 1e/2e way is badly, badly unbalancing.

No...and you're right, I did say I would prefer to keep things single classed for this initial test...but would rather have the additional character than say "you must be single classed."

As for the "unblanced" multi-class of 1/2e...I'd really like to understand that. Please explain. Because I've heard it for years and years...and simply never saw it in play.

You mean because you have 1 class and he has 2? Because he has split HP? A rogue with a decent Con score could have as many HP as Leif's character. A fighter with a mediocre, even non-existent, Con bonus would have comparable. Because he gets the features of both? But then, he levels up half as fast, if not slower, which will effect the aquisition of additional Theme ranks and Skill Points (and/or Spells and other abiltiies if it was a different/caster character)...while your single classed PC sails on up with all kinds of perks.

It was very badly balanced when we were playing it face to face (multiclass characters being just one level "behind" by the time we reached 6th or 7th level, as I recall),

I don't know about that. Never really noticed it was that close. And the further you got along, the further behind the multiclass fell...at least in all of my experience.

and it becomes even more so in a pbp game where advancement is so slow. The likelyhood of the multiclass PC ever facing the (frankly very mild) disadvantages of multiclassing is low to non-existant here (the longuest pbp games I've ever done lasted 3 years of daily postings and got us up (barely) to level 4. In all other games I've played, rising 1 level was the all time maximum), so it's basically double the power at level 1 for no cost at all.

I consider leveling up half-as-fast, which you do...because you have to split your XP in half...not to be a "frankly very mild" disadvantage. By my accounting, a 2/2 multiclass will be equivalent to a 4th level single. When adventuring with a 6th level party? 3/3 is significantly less powered.

Or is that part of the "unbalanced" you are referring to?

Their HP don't accrue any better than a single classed character, as their HP are divided by 2 when each class levels. Not, you turn 2nd level in Fighter, roll a d12 and a d10 and divine by 2. Depending on rolls, their HP advancement could be significantly slower than a single classed character...but, as they say, "thems the breaks" of having a MC character. If that's what your vision of the character you want is...then I don't necessarily want the system saying "NO!" about that....the system says no to a whole buncha other things on its own. lol.

I had also toyed with the idea of making all multi-classes take the lesser options of their two classes...across the board. Instead of some character elements "take the better" and some "take the lesser"...which I was just noting [again] when I posted the MC rules for Leif. And it, again, rubbed me the wrong way. But it depends on the day and I'm not sure there's an objective 'better" in this case.

Fixing this (in a very elegant matter, I might add), was the greatest rule advancement of 3E.

Ahhhh. Ok. Here's where we're hittin' a bump...no doubt, as a lack of simultaneous understanding of the word "balance."

I see 3e multiclassing as a travesty and ruination of the game. lol. So, naturally, I would not be incorporating it into a system of my own design. Especially if I'm going for a 1 or 2e feel moreso than a 3e.

Kits [which themes, effectively are, after a fashion]? Skills/bonus-system? "Feats" [lite] which are basically incorporated through the themes? The introduction of the equivalent of "Prestige Classes" at higher levels? These are elements of 3e I am willing to incorporate...3e's multiclassing just does not mesh with my understanding (or enjoyment) of D&D...and thus, as a 3PP, WoO. If I saw an Orea game being played with a "Barbarian 4/Fighter 3/Warlock 2/Archbishop-of-toenails 16" I would absolutely hate myself.

If you want to do it this way, I'd therefore strongly suggest cutting the basic powers of each class in half in terms of either presence/absence (allowing players to choose half the powers in the combined pile (possible balance issue here, of course) or from an either/or list?) or effectiveness, especially those main class 'feature' powers.

This...merits some thought...I have been careful/trying to "balance" the classes, to my understanding of "balance" which is "balance/things to do in play", amongst themselves...To my thinking...I am more concerned with what is "Fair" than what is "Balanced"...again, as I understand the term. I am very interested in hearing how you define it.

This desire for "fairness" has amounted to creating them with...what?...roughly 5-7 class features per class. Psychics have the least...at...only 3 right now (should prolly do something about that! But their powers are so different and their ability requirements so extreme...it's probably best left alone.). Thieves, as the skill-meisters, getting the most...and most other classes getting 5 or 6.

But maybe there should be something in the multi-class "rules" that says, take the Class Features of both of your classes and pick any 6 to being play. The rest would have to be "bought" as you level up with Skill Points or Theme selection...

Hmmm...something to think about. THANKS! This is a definitely possibility.

Actually, and thinking about it, the presence of Themes in WoO, allowing you to do a Fighter-themed rogue or a Rogue-themed fighter even at first level, sort of makes 1e/2e multiclassing redundant, IMHO.

Well...yes and no. In the case of non-magical classes...characters can be made very similar, though hardly the same. Wanna be a Thief with a fightery theme...you're going to level up hella faster than an actual Fighter/Thief multiclass.

But, in the case of, say, a Fighter/Cleric or a Thief/Mage...they/their abilities are very different from a Fighter-with a Devotee theme or a Thief-Arcane Dabbler theme. Significantly less powerful. Those [Themes] are there for character color...some minor abilities..a couple of additional skills a character for that class wouldn't normally have...But definitely NOT the same as a full Fighter/Cleric or Thief/Mage.

Now, granted, I see the redundancies...and to be honest, multiclassing had not been part of the project for a long time...I mean, I was always assuming it would be in the game...but hadn't actually tried to put it to paper until a few months ago.

In any event, if we go with the rules as written I'll make johnny a Rogue/Fighter as well please (as I said: all the rule/crunch advantages, none of the inconvenients, so why would you *not* do this?).

Because it is not your vision of this character? Just to name one reason. You have everything you want this character capable of in the existing construct? To name another. If you do not, by all means, I can not allow it for one and disallow it for another.

I can not stop you...well, ok, I'm the DM and game creator...I suppose I could stop you. lol...But I mean, I am not inclined to decline this request at so early in the game. If you want to work it up the fighter stuff into John...feel free. I do not think, however, it will prove to be such the great advantage that you are perceiving it to be.

Is triple-classing allowed? (not that I'd want to go that far for my PC, but that was the old power-gamer's dream build back then...)

In the WoO RPG, triple-classing, explicitly, is not allowed...Multi-classing (as stipulated under #1 which I did not post) is the combining of two classes. One, if not both, of those must be: Cleric, Fighter, Thief or Mage.

The classes that can be multiclassed also include Illusionist and Ranger (and would include further classes in later sets/levels).

Druids, Paladins, Bards, Psychics and Barbarians (which in Orea are the Gorunduun tribes, are specific cultures offering specific skills and features, as well as the "Barbarian" class) are not eligible for multiclassing.

I am, consciously, seeking to avoid what "power-gamers" would find appealing. Given the choice between a mechanic or rule that will encourage power-gaming vs. a suggestion or ruling that will increase character "feel/color" or encourage "imagination/wonder" about the World of Orea, the powergamer should be SOL...at least, that's what I aim for. Those who wish will always find ways to exploit existing fluff and crunch or loopholes in rules...I can't stop that. I know this. But it is not, in my opinion, an element of the game to be encouraged and thus, not to be knowingly included in WoO [as much as possible]. :)
 

Leif

Adventurer
Ok, I don't want to rock the boat here. I'm not wedded to the idea of playing a Ftr/Thf. Also, I know nothing abou so-called "themes." It may well be that I could make do with a "thiefy" Fighter or a "fightery" Thief. "Thiefy Fighter" sounds better to me, because with those scores I rolled, I have a feeling I'm going to need all the hit points I can get my grubby hands on.
 

steeldragons

Steeliest of the dragons
Epic
No worries, Leif. Not rocking anything, as far as I am concerned. It is, actually, a really good conversation to have for a new, untested, system.

As for "Themes"...here's what you have the options of (assuming a maintenance of Ftr/Thf multiclass...if you see something that gives you a "thiefy Fighter" then have at it and nevermind the MC.

General Themes
Arcane Dabbler: essentially, gives you cantrips and at higher ranks low level mage spells.
Assassin: gives you heightened stealth, poison lore and a specialized "garrote attack."
Beastmaster: gives you animal companions (per rank) and eventually a psychic connection to your animals.
Berserker: the "Rage" mechanic. Gorunduun Barbarians are allowed to take this [free] in addition to their clan theme...but anyone can be cursed to be a "berserker."
Bounty Hunter:gives you tracking and disarm/set traps skills and a specialized "subdue" attack.
Disciple of X: gives you access to minor/low level clerical spells. You have to pick/declare who/which deity "X" is.
Monk: gives various resistances and eventual immunities to various phsyical, then mental, then spiritual attacks/abilities.
Professional: a background trade that offers minor bonuses to skills and checks that are relevant to your profession.
Warden: gives minor access to druidic spells and eventually other druidic abilities.
Warlord: gives inspirational leadership powers, bonuses to allies for saves, attack rolls ,etc...

Warrior Themes (Fighting Styles)
Archer: bonuses with a bow.
Brawler: bonuses with your bare hands/grappling/wrestling.
Mounted Expert: bonuses from a mount.
Defender: bonuses with your weapons and/or shield for your allies.
Dual-Wielder: use two weapons at once without penalty [as long as you are proficient with them]
Shield Basher: bonuses with your shield and an extra shield attack.
Skirmisher: bonuses with attacks and movement.
Two-handed Weapon Expert: bonuses with two handed weapons.
Weapon Specialist: bonuses with your weapon of choice.
X-Slayer: bonuses with any weapon against a chosen/explicit foe/race.

Rogue Themes

Acrobat: bonus skills and evasion/dodging ability.
Con-artist: bonus skills and "Bluff" ability.
Scout: bonus skills and scouting ability.
Spy: bonus skills and disguise/melding ability.
Thrown-Weapon Expert: bonus skills and bonuses with thrown weapons/trick shots abilitiy
Trickster: bonus skills and minor illusion magics.
[Archer] as per Warrior theme.
[Brawler] as per Warrior theme.
[Dual-Wielder] as per Warrior theme.
[Skirmisher] as per Warrior theme.

That pretty much sums up your theme options. If you want to go with a straight Fighter, then choose from General or Warrior...if you want to keep the multiclass, then you are eligible to choose from all three.

I am happy to give you specifics on any theme you request before selection.
 

Leif

Adventurer
I see weapon specialist as his theme, but is weapon specialization not available to fighters just by virtue of spending additional weapon proficiency slots? If that is the case, then I'd like for Hygarr to specialize (AD&D-style specialization) with the military pick, and for his theme he will select either Defender or Skirmisher. On the other hand, if the only way to access weapon specialization is with a theme, the Hygarr will select Military Pick Specialist as his theme.

Guess we'll just forget the fighter/thief thing for now.

BUT, if I was going to pursue the Ftr/Thief multi-class, then I'd be sorely tempted to select either Scout or Acrobat as Hygarr's theme.
 

Binder Fred

3 rings to bind them all!
As for the "unblanced" multi-class of 1/2e...I'd really like to understand that. Please explain. Because I've heard it for years and years...and simply never saw it in play.
I can't speak for the difference the slower acquisition of themes will make, but yes, it's the unpayed for increase in HP+Tohit to a lesser extent, but mostly in class-specific abilities (spell casting to name a big one, skill advantages (Rogue's skill mastery in this case), fighter class powers, access to weapon and armor proficiencies, etc). As a pratical example, just by declaring John a multiclass character he gains 1 weapon proficiency, +1 Tohit, +1 to damage, the Rush ability, the Extra Attack ability, the Receive Charge ability and +2 to all skill rolls involving strength. Oh, and 1 extra HP. I don't think you can reasonably argue that this *won't* make him markedly better at facing the challenges ahead, especially at 1st level where the margin between life and death is the slimest. (For comparaison's sake, what *would* he gain for a second single-class Rogue level exactly?)

I have indeed lived through 1e/2e multiclassing, usually as one of the few single-classed character at the table, and it has taught me two things (which I will now share with you :)):

- The "slower leveling up" mechanics sounds good in theory but is not in fact what happens when you play multi and single class characters side-by-side. First level multiclass characters are markedly more powerful than single-classed, arguably slightly behind from levels 3 to about 7 (dependant on the exact mix), but then catch back up to single classed characters after 7th due to the semi-exponential nature of levels in the system (i.e. from this point onward they are either the same level or less than one level behind). [EDIT = see my next answer for the actual numbers if you want.]

We could argue this one way or the other and, more importantly, if it's possible to come up with a system that is balanced over this or that range of levels (it probably is at that!), but then comes the other thing:

- Advantage now, (maybe) pay later balance mechanics are fundamentaly flawed. That "maybe" is the rotten apple at the core of what could possibly be a workable concept if you managed to really balance the plus and minuses over X levels (which, as I said above, I do not beleive was achieved in the 1e/2e version). The reality is that very few games will play over the full range of levels necessary for the system to be balanced. Some will play a campaign from levels 3 to 6, others will start at level 10 while still others will peter out before they even reach level 2. This means the price, the thing that suppossedly balances the system, is rarely paid in full, if ever.

I add the "if ever", because in addition to the above, in practice it's been my experience that in long campaigns where you would have the potential to balance the multi-class mechanics, characters in fact tend to either die or be temporarely phased out. Strangely enough, they are rarely replaced by characters that are at a disadvantage (real or imagined) at the present campaign level. Imagine that! :) People will always try to get the best deal. It's in human nature and it's a good thing: people *should*, and system designers should expect them to. Even if you are a player that believes in strong character concepts and characterization (and I do), the system is in fact *promoting* certain choices, in this case encouraging you to replace your dead character with this perticular concept that has advantageous mechanics now, at this level, and keep that other concept, just as interresting but presently disadvantaged, for later. Power gammers won't be so lazy as to wait for their characters to die either, of course, phasing the most advantageous character in and out as needed. Whatever the case, the net result is the same: the price rarely, if ever gets paid.

Mechanically, right now, at first level, it makes no senses *not* to be a 1st level fighter/rogue vs a single-classed rogue, and choices that are so much better than the alternatives are the hallmark of an unbalanced system.... That's not necesseraly a bad thing, you know: unbalanced choices are what gives a particular system its specific flavour vs that other one over there. But you should be aware that that's what you're doing at the time; namely telling gamers "This system wants you to do this, and will reward you for doing it".

I don't know about that. Never really noticed it was that close. And the further you got along, the further behind the multiclass fell...at least in all of my experience.
You're forcing me to pull out my 2nd edition stuff now, but alright. :) <rumages around> Here we are: at - let's say - 150 000 XP, a single level Figher is 8th level while a multiclass Fighter is 7th level on his fighter side, same thing for a Cleric, a single class Rogue is 9th level while a multi-class rogue is at 8th on his rogue side and finally, a single class wizard is 9th level while a multiclass wizard is smack in the middle of 7th level. And the differences get smaller and smaller from there: they're catching up! not falling behind. So, yeah, pretty much as I remember it. The examples you give (3/3 vs a 6th level party) seem to be assuming a 3E-like flatter progression curve, or even a downright 3E single-scale character (as opposed to class) ladder: this was not the case in AD&D... Though it might be in Orea? See my second point on the Pay Later balancing mechanics above though.

I had also toyed with the idea of making all multi-classes take the lesser options of their two classes...across the board. Instead of some character elements "take the better" and some "take the lesser"...which I was just noting [again] when I posted the MC rules for Leif. And it, again, rubbed me the wrong way. But it depends on the day and I'm not sure there's an objective 'better" in this case.
You could look at the 4E Ghestalt rules for ideas if you want: they develloped something similar there. I just read through once as I haven't played a lot of 4E, but as I recall they basically classified class abilities as Major or Minor and you could swap between the Minors pretty freely (up to your maximum number and only between two classes, of course), and then you had choices to make as to the Majors, each taken two classes at a time (if you wanted to combine classes 1 and 3, then you could take this Major+packaged Minor from class 1 OR this single Major from class 3 instead, etc).

I see 3e multiclassing as a travesty and ruination of the game.
My turn to ask: could you qualify that a little? Seems... extreme to say the least.

For reference, I define "balance" in this context as: characters of the same level being able to pull the same amount of weight in the party (if you're significantly better at something important, then you should also be significantly *worse* at something else important, etc, etc). Along with its obvious corrolary: have the same overall chance of survival for the duration of the time needed to rise to the next level (dead PCs tend to contribute a lot less to the party's activities than you would expect ;)). This last is difficult if you want to keep squishy mages and other things of that ilk, but it should be read as roughly: mages should die about as often as fighters if each is played equally well (in D&D, that usually means: successfully sticks to his class roles).

Because it is not your vision of this character? Just to name one reason. You have everything you want this character capable of in the existing construct? To name another.
Well, my concept has always been "a quick roguish fighter or fightery rogue", so that's a non-issue here. See my comment above on a system favoring certain equally valid and/or cool out-of-system concept choices as well. Also my comment on all human beings being wired to optimize, to which I will add: more is always better, especially in terms of general capacity (if it turns out that it doesn't fit IC, it can always not be used... but it just *might*).

But even then, it's the rare, commited roleplayer that will make an in-game roleplaying decision that even temporarely disadvantages him or her (and that's actually one of the things I live to see and experience as I absolutely *love* those sort of things!). But volunteraly mechanichally cripple his PC's day-in-day-out combat abilities for no compensating IC drama? I mean I've seen (fantasy) blind, limping and/or voluntarely ugly/shocking/unsympathetic characters played, and played well for no compensating crunch benefits beyond a lowered stat and, most importantly, loads of pathos/character consistency benefits ;). (Also see my "John can't lockpick" decision, if I can toot my own horn for a moment :)). But volunteraly taking a, to my mind concept neutral, -1 tohit, -1 to damage and/or -1 HP etc because of concept? *That* I have yet to see. Expecting it to be a driving force in character creation certainly seems overly optimistic.

The reverse though (taking advantages *despite* concept because they *are* system advantages) I have sadly seen all too often.

YMMV, of course, but that's my two cents.
 
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Leif

Adventurer
I don't know, sd, Binder Fred has some points to make, but, darn it, it just seems like solving a statistics problem rather than playing a game the way he says it. Are we going for 100% character parity here, or we going to play a game to have fun? There are all kinds of rp ways to equalize things later on, but you know that. And it may not even be an issue, anyway. Personally, I have never seen a multi-class fighter/thief who was so awesome as to overshadow the rest of the party and totally dominate play. Maybe you have?
 

steeldragons

Steeliest of the dragons
Epic
Ok. Well, first, I want to say to you all (and anyone who's reading along and/or might be interested in coming in), THANK YOU! This is part of the kind of stuff I'm hoping to expose and work through by playtesting this whole shibang. So this is all good stuff as far as I'm concerned...though, of course, don't want to spend all of our time speaking about game mechanics vs. actual playing and, hopefully, having fun!

Second, just to get it out of the way, [MENTION=48762]Leif[/MENTION], Weapon Specialization is a Theme available to Warrior clases (and those who can select it from their list). The fighter doesn't receive any "specialization" per say, thuogh the Combat Mastery bonus could certainly be viewed that way and at higher levels effectively acts that way. i.e. In the system, as is, using a weapon you are not proficient with carries a To Hit penalty of -4 on the roll. Now, even at 1st level, fighter PCs have their +1 CM to offset that. By the time a fighter has +4 CM (8th level?), they effectively use any/all weapons they can get their hands on without penalty, proficient or not (and only fighters get Combat Mastery, btw. Paladins/rangers/barbarians do not. CM is the fighter's "thing.") To me, that's not really over powered or imbalanced. A fighter of 8th level out to be able to pick up a hammer they are not proficient with, for example, and have as easy a chance to strike as any other character who is proficient with it. I think it speaks to the "feel" of the Fighter as "the best there is at what he does." And those "feel" concerns have always been a primary concern before maths/percentages/numbers "balance."

But there you go. If you want to be specialized, then you need to take the theme, multi or single classed.

I can't speak for the difference the slower acquisition of themes will make, but yes, it's the unpayed for increase in HP+Tohit to a lesser extent, but mostly in class-specific abilities (spell casting to name a big one, skill advantages (Rogue's skill mastery in this case), fighter class powers, access to weapon and armor proficiencies, etc).

There's also 1) the slower acquisiton of Skill Points (thus fewer or less fast increasing of existing skills).
2) There is no inherent "To Hit" bonus per se beyond level. So the multiclass, rising in levels slower than others, actually (in theory/my mind) receives less/slower increase to their To Hit than the single.
3) I realize you guys haven't seen the XP charts. WoO takes a step back on that as well...with certain classes leveling faster than others. Fighters and Thieves, I believe, are basically the same (as purely non-magical classes). But it is also a sloping increase in levels. So you need 1000 to get to 2nd level. You need +1,000 more to get to 3rd. Then, at 4th and 5th, you need additional +1200 (I think it is, each), then +1500 to reach 6th and 7th. So increasing levels will [should] begin to fall behind, more noticeably than 1/2e. At least that's what I'm thinking/was hoping for.

As a pratical example, just by declaring John a multiclass character he gains 1 weapon proficiency, +1 Tohit, +1 to damage, the Rush ability, the Extra Attack ability, the Receive Charge ability and +2 to all skill rolls involving strength. Oh, and 1 extra HP. I don't think you can reasonably argue that this *won't* make him markedly better at facing the challenges ahead, especially at 1st level where the margin between life and death is the slimest. (For comparaison's sake, what *would* he gain for a second single-class Rogue level exactly?)

Good question. And short answer, turning 2nd gets you nothing other than another d10 + Con bonus of HP. At third, I believe is when you gain another Skill Point, another +1 to your Skill Mastery, another roll + Con. for HP, your Sneak Attack damage does up to +10 damage...I don't think you get another Weapon slot until 4th.

Though turning 2/2 in the multiclass Ftr/Thf will also get you nothing but HP and take twice as many XP.

I have indeed lived through 1e/2e multiclassing, usually as one of the few single-classed character at the table, and it has taught me two things (which I will now share with you :)):

Thanky. :)

- The "slower leveling up" mechanics sounds good in theory but is not in fact what happens when you play multi and single class characters side-by-side. First level multiclass characters are markedly more powerful than single-classed, arguably slightly behind from levels 3 to about 7 (dependant on the exact mix), but then catch back up to single classed characters after 7th due to the semi-exponential nature of levels in the system (i.e. from this point onward they are either the same level or less than one level behind). [EDIT = see my next answer for the actual numbers if you want.]

We could argue this one way or the other and, more importantly, if it's possible to come up with a system that is balanced over this or that range of levels (it probably is at that!), but then comes the other thing:

- Advantage now, (maybe) pay later balance mechanics are fundamentaly flawed. That "maybe" is the rotten apple at the core of what could possibly be a workable concept if you managed to really balance the plus and minuses over X levels (which, as I said above, I do not beleive was achieved in the 1e/2e version). The reality is that very few games will play over the full range of levels necessary for the system to be balanced.
-snip-
Whatever the case, the net result is the same: the price rarely, if ever gets paid.

Ok. I see what you're saying with all of this. And yeah, makes sense.

Mechanically, right now, at first level, it makes no senses *not* to be a 1st level fighter/rogue vs a single-classed rogue, and choices that are so much better than the alternatives are the hallmark of an unbalanced system.... That's not necesseraly a bad thing, you know: unbalanced choices are what gives a particular system its specific flavour vs that other one over there. But you should be aware that that's what you're doing at the time; namely telling gamers "This system wants you to do this, and will reward you for doing it".

Well, other than if you don't want to wait to increase your levels, no. I suppose you're right.

You're forcing me to pull out my 2nd edition stuff now, but alright. :) <rumages around>

Apologies. But appreciated. :)

Here we are: at - let's say - 150 000 XP, a single level Figher is 8th level while a multiclass Fighter is 7th level on his fighter side, same thing for a Cleric, a single class Rogue is 9th level while a multi-class rogue is at 8th on his rogue side and finally, a single class wizard is 9th level while a multiclass wizard is smack in the middle of 7th level. And the differences get smaller and smaller from there: they're catching up! not falling behind. So, yeah, pretty much as I remember it. The examples you give (3/3 vs a 6th level party) seem to be assuming a 3E-like flatter progression curve, or even a downright 3E single-scale character (as opposed to class) ladder: this was not the case in AD&D... Though it might be in Orea? See my second point on the Pay Later balancing mechanics above though.

I don't actually know. But see above re: XP needed to increase level.

You could look at the 4E Ghestalt rules for ideas if you want: they develloped something similar there. I just read through once as I haven't played a lot of 4E, but as I recall they basically classified class abilities as Major or Minor and you could swap between the Minors pretty freely (up to your maximum number and only between two classes, of course), and then you had choices to make as to the Majors, each taken two classes at a time (if you wanted to combine classes 1 and 3, then you could take this Major+packaged Minor from class 1 OR this single Major from class 3 instead, etc).

I might do that. You don't like the multiclasses choose 5 or 6 features at start of play from each class' options? I thought that soudned kinda fair...:erm:

My turn to ask: could you qualify that a little? Seems... extreme to say the least.

Yes. Ok. Yeah that was a bit of hyperbole. And to be fair I have never played 3e. I only know what I've gleaned from reading what's available online. But I just do not like that a 4th level character could conceivably be a Fighter/Thief/Mage/Cleric. By 4th level you can do everything? you cover all of the archetypes of the game? Why do you need a party?! Or you want a barbarian who can sling arcane spells? Or a Druid/Assassin/Spellthief? Or you take 5 levels in Mage, not because you have this cool idea for a mage character, but just to take that uber-powered Prestige Class for your 6th...once you've got that, screw 'em, you're gonna be a ranger for some dual-wielding action...like the other ranger PC has had this whole time. Bastard.

I guess what I'm trying to say is to my eyes, 3e kinda took optimization and powergaming and made them their own thing...even the FOCUS of the game beyond "being the best you can be with what you are"....you change the very nature of what you are at every level! Yes, there have always been/will always be people looking to make their characters as powerful as possible/optimizing/powergaming. That's just the nature of humans, as you noted. In 1e you always wanted to get as much/higher powered magic stuff as possible. Since the game didn't increase your "power level" any other way. In 2e, as I recall, everyone was diving for the latest splat book to find the "coolest" kit that would give you all kindsa extra bells and whistles that a "normal/plain" thief/fighter/whatever wouldn't have. Dragon was always putting out this/that class, race, magic item, etc... that might or might not fit into a given game/campaign/world and/or might make things way outta balance/control.

But 3e seems to have taken them [optimizational thinking/powergaming] out of the box and given them an entire shrine all their own. It turned D&D into a game of "Character Builds" not character concepts or, as i draw the distinction, "Character Creations." What can I do to make my numbers the highest they can be...and who cares what the PC concept is, cuz "taking a level in this gets me that!" It became about stats and, well, "power" [hence "power-gaming"], not about imagination or creativity.

It's not really something I like/want to encourage...and as you note below, it goes to the flavor of the game...not the numbers or maths.

I know it did a lot to "balance" things across the board...but the cost was it lost, it seems to me quite a bit, of what D&D was.

For reference, I define "balance" in this context as: characters of the same level being able to pull the same amount of weight in the party (if you're significantly better at something important, then you should also be significantly *worse* at something else important, etc, etc). Along with its obvious corrolary: have the same overall chance of survival for the duration of the time needed to rise to the next level (dead PCs tend to contribute a lot less to the party's activities than you would expect ;)). This last is difficult if you want to keep squishy mages and other things of that ilk, but it should be read as roughly: mages should die about as often as fighters if each is played equally well (in D&D, that usually means: successfully sticks to his class roles).

But the game is built around the rolling of dice. No matter how much codification there is to "balance" characters, the randomness of the dice can not be negated...which it seems the developers of 3e+ have been constantly trying to do.

Well, my concept has always been "a quick roguish fighter or fightery rogue", so that's a non-issue here. See my comment above on a system favoring certain equally valid and/or cool out-of-system concept choices as well. Also my comment on all human beings being wired to optimize, to which I will add: more is always better, especially in terms of general capacity (if it turns out that it doesn't fit IC, it can always not be used... but it just *might*).

But even then, it's the rare, commited roleplayer that will make an in-game roleplaying decision that even temporarely disadvantages him or her (and that's actually one of the things I live to see and experience as I absolutely *love* those sort of things!). But volunteraly mechanichally cripple his PC's day-in-day-out combat abilities for no compensating IC drama? I mean I've seen (fantasy) blind, limping and/or voluntarely ugly/shocking/unsympathetic characters played, and played well for no compensating crunch benefits beyond a lowered stat and, most importantly, loads of pathos/character consistency benefits ;). (Also see my "John can't lockpick" decision, if I can toot my own horn for a moment :)). But volunteraly taking a, to my mind concept neutral, -1 tohit, -1 to damage and/or -1 HP etc because of concept? *That* I have yet to see. Expecting it to be a driving force in character creation certainly seems overly optimistic.

Well, that says something, since I don't see/understand not choosing the best mechanical option as "giving yourself a -1." You're not giving yourself anything. you're being what your PC is. Your PC doesn't have it any "worse" because some other PC gets a +1 to this or that...and you have +1 to that and this which they don't have. By this thinking, picking a fighter instead of a mage makes you automatically behind because you can't cast spells. I've nerfed my fighter because he's not a magic-user? No, I'm playing a fighter. There's no reason she would WANT/know how to cast spells. That's not the character.

The reverse though (taking advantages *despite* concept because they *are* system advantages) I have sadly seen all too often.

Absolutely. And that's the kind of thinking and playing, I said in the last post, there's nothing I can do about. Those people will do that, regardless of what I put in the system. In the case of multiclassing, I could just take it out and not have MC at all. That's the only way to stop that. But I think that detracts more than it protects...if that makes sense.

YMMV, of course, but that's my two cents.

And I very much appreciate it. All good food for thought.

I don't know, sd, Binder Fred has some points to make, but, darn it, it just seems like solving a statistics problem rather than playing a game the way he says it. Are we going for 100% character parity here, or we going to play a game to have fun? There are all kinds of rp ways to equalize things later on, but you know that. And it may not even be an issue, anyway. Personally, I have never seen a multi-class fighter/thief who was so awesome as to overshadow the rest of the party and totally dominate play. Maybe you have?

No. I haven't either. But I certainly don't want BF feeling his character has been "slighted" because he's single classed either.

The easiest solution, I think, is to just have Hygarr be a Fighter...with Weapon Specialization, as you said. With later themes, you might be able to take something which would give him a little roguey stuff (as a single-classed Fighter I think those options are limited to Assassin and Bounty Hunter, off the top of my head)...HOWEVER, you are free to use your Skill Points to acquire things like lockpicking, trap-finding/removing, stealth, sleight of hand, etc...and increase them along the way. So you wouldn't have a Rogue-theme, but could certainly choose and power up [almost any] rogue skills.

However, I will pose this...and only if there is no objection will we proceed with it...but a part of me, now, is very interested to see just how this would all pan out in actual play. I kinda want to see if the Fighter-Thief and a straight Thief (or straight Fighter) are somehow disproportionately endowed...,beyond the extra chunk of features at level 1. But if that's going to be "less fun" for either of you or spend the whole game thinking "well if I had been able to. multiclass, then I'd have had a +2 for blah blah blah..." every time you roll a die, then nevermind. I certainly don't want that.

...Eh...Scratch that. Perhaps my initial/gut thought/ruling for all single classes was the right in the first place. John stays a Thief, Leif's Dwarf can be a single Fighter, and Lwaxy's Gnome Illusionist.

As I said it's up to you guys, but I don't want to spend a ton more time with deciding this.

Leif, if you're good with a single Fighter (with some thiefy skills if you like), then let's just do that. BF, we copacetic?

...Ok, so I guess it's not up to you guys. hahaha. Apologies for the streaming consciousness of the passed few paragraphs.:-S
 

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