BAB Progression: You dont get the wacky multiclassing progressions if you use the Fractional BAB variant in UA. (which is why each class I write up in the end includes the fraction.) The listing in the table is just there to make it easier for single class characters. for a multiclass character, you add the fractions, and then round down.
The 9/8 might be a bit too big, I was considering just using the 5 (4/8 5/8 6/8 7/8 8/8). But I definitely like having something between wizard and rogue, and between rogue and fighter.
What is it you guys think is so bad about that anyways?
As for saves, I just worked out the formula for what the saves were. If you know how its made, you can easily make new types (its a fraction + a constant, instead of just a fraction like bab is)
Bad Saves are 0+1/3(4/12) per level
Good Saves are 2 + 1/2(6/12) per level
Medium Saves are 1+5/12 per level (exactly half-way in the middle)
I definitely am not a fan of 4/10, but I just think it doesnt fit the existing schema well. Its a good approximation though.
The only thing thats a bitch, is knowing this means you can eliminate wacky BAB progression i multiclassing by continuing good saves the regular way, and by continuing bad saves the regular way,and medium saves the regular way, but I dont know how to deal with that stupid constant for when they multiclass.
I have a solution, but its only viable if you have a calculator or pc when you level up.
Add your levels with the save as BAD = A
Add levels with save as Medium = B
Add levels with save as Good = C
(0A+1B+2C)/(A+B+C)
Wiz 5, adventurer 5 Fighter 5
0 +5 +10 /15
15/15
1
Wiz 3 Adv 4 Fighter 8
0 + 4 + 16 /15
20/15
1.3~
1
I agree that they need unique abilities, but whats wrong with 2 more BAB Types (9/8 is out the window) and a Save type?They arent that complicated. Add the fraction, round down..
If you want to eliminate the static bonuses stacking to saves from multiclassing, thats more complicated, but I still figured out a way to do it. and thats only if you want to avoid having those static bonuses stack.
But If youre just looking at the tables and adding values you get wacky numbers because youre rounding funny, or adding the same standardized constant more often than you should be. They really should have included this stuff in the DMG, but I had to reverse engineer the formulae. lol.