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What are your multiclassing house rules?
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<blockquote data-quote="nonsi256" data-source="post: 6413626" data-attributes="member: 86164"><p>I'm guessing that's not your intent, but this feels a bit like classes forcing agenda.</p><p>I wish to avoid this as much as possible (even though it's not really possible with Priest and Druid, but the very nature of divine magic is being driven by agenda).</p><p> </p><p> </p><p> </p><p></p><p> </p><p>I'm not forced to make that split, because with Inspiration, skill dominance, special abilities and its other features, my Rogue has enough flexibility in resources to take both rolls and more, and if you wish to dodge the sneaky part, you just multiclass after 2 Rogue levels and continue as a lightly armored warrior (maybe adding one or two Monk levels) with a build that serves your vision.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>As I said, I'd really like to see your work. Where can I find it ?</p><p> </p><p> </p><p> </p><p></p><p> </p><p>Sure, that's possible, but it's not something that's in the "rulebook". It did require DM intervention. </p><p>I'm fine with special edge-cases, since you can't really design a system to <strong><u>generically</u></strong> deal with such specifics.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>I think you're deviating here from what classes are.</p><p>The whole concept of X-Men and "need magic to stop looking like ____" revolves around being born that way and with a definite LA.</p><p>That's a single-instance race and it's ok. You just don't strive to become something you'd be forced to hide via magic.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>So, basically, you reverted back to 3.0e on the approach that wild empathy is a skill.</p><p>That's fine, but you don't need it to justify a certain template/trait granting a certain class feature.</p><p> </p><p> </p><p></p><p> </p><p>That's just not the mechanics of skills in 3e.</p><p>In 3e, skills are purely mundane capabilities of attempting something that can either succeed or fail – mundanely (unless I've been missing something for the past decade).</p><p>There's a finite set of skills that do rigidly defined things and you can only stretch them so far (with Skill-Tricks and New Uses for Old Skills).</p><p>I think the more appropriate solution to what you're after lies in feats, which are a far more flexible mechanic (maybe even feats tacked on skills, that stretch could be reasonable).</p><p>To take skills to where you're implying on the basic game mechanics, you'd have to invent unnatural effects for all of them. I'm not up to such task.</p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Not very <strong><u>3e</u></strong> paladin like, but a high-melee light-divine Priest-Warrior hybrid.</p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>You gain some training and rank within your clergy, but you're more of a means of execution (sort of a templar).</p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>And isn't that what 4[SUP]th[/SUP] level paladins do in 3e?</p><p> </p><p> </p><p> </p><p></p><p> </p><p>1. All characters in my system start with 4x4 skill points (for which all skills as class skills) totally detached from class levels. This resolves skill starvation quite nicely and removes the absurd class-associated x4 1[SUP]st[/SUP]-level skill-multiplier.</p><p>2. My Priest's primary spellcasting stat is Cha, so the need for high-Wis is not there.</p><p>3. Choosing between Dex & Con is an every day's strategy to deal with MAD.</p><p>Now we're down to 3-stat-based. That's no longer MAD.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>I do agree that neither of us support a <strong><u>fully</u></strong> generic setting, but there's only so far you can go with generic settings when it comes to specifically tight concepts (as you presented with the "polymorph into a blue giant").</p><p> </p><p> </p><p> </p><p></p><p> </p><p>Check again on the first 6. Those alone cover more than any 12 official classes (core and non-core) you'd pick.</p><p>The hybrid classes could serve many purposes, according to spells-invocations-skills-feats you'd select.</p><p>In both cases, you can have spells and features to visually work differently and have different token effects, so flavor-wise you could take them anywhere.</p><p>Monk – there's a spoiler at the bottom how to fold the Monk into the Warrior for those that would choose that angle (it just wouldn't be a full-fledged Monk).</p><p>Soulknife – too many features to fold into peripheral stuff you'd tack on other classes.</p><p>DFD – using official materials, I'd go for that archetype via Dragonborn-Raptoran-DFA, embodying all 3 core draconic aspects (that's the only way I'd ever play a draconic character), but I wouldn't feel very draconic with inferior physical prowess and this combo still doesn't measure up to the other classes in the codex, so it was practically begging to be born.</p><p>DWW – if you know of a way to use official materials to model “Kwisatz Hadarach” and Leto II, do share (color me ecstatically intrigued).</p><p>Time Bender – the PF Time Thief is the first true time-manipulator class I've ever seen (and I've been searching for one since my BECMI group days back in the early 90s). It's just way too sub-par as given. It's still the overall weakest class I have for combat, but it has manipulations other classes can't even dream of, so it has its place. Again, if you have a closer-to-home solution for such an archetype, I'm all ears.</p><p> </p><p> </p><p>All in all, given the codex is an overhaul of 3.5e, out of the character concepts you detailed for your classes, the only ones that I don't see coming to life out of the box using my codex are Mutant (of which I explained my approach above) and Planes Walker, if you insist on doing it without spells and without invocations. I'm not sure what you mean by Reincarnated Soul... unless you're talking about <strong><a href="http://www.giantitp.com/forums/showthread.php?188148" target="_blank">something like this</a></strong>, which could be modelled by reflavoring the codex' Hexblade (a schizophrenic one, I guess)).</p></blockquote><p></p>
[QUOTE="nonsi256, post: 6413626, member: 86164"] I'm guessing that's not your intent, but this feels a bit like classes forcing agenda. I wish to avoid this as much as possible (even though it's not really possible with Priest and Druid, but the very nature of divine magic is being driven by agenda). I'm not forced to make that split, because with Inspiration, skill dominance, special abilities and its other features, my Rogue has enough flexibility in resources to take both rolls and more, and if you wish to dodge the sneaky part, you just multiclass after 2 Rogue levels and continue as a lightly armored warrior (maybe adding one or two Monk levels) with a build that serves your vision. As I said, I'd really like to see your work. Where can I find it ? Sure, that's possible, but it's not something that's in the "rulebook". It did require DM intervention. I'm fine with special edge-cases, since you can't really design a system to [B][U]generically[/U][/B] deal with such specifics. I think you're deviating here from what classes are. The whole concept of X-Men and "need magic to stop looking like ____" revolves around being born that way and with a definite LA. That's a single-instance race and it's ok. You just don't strive to become something you'd be forced to hide via magic. So, basically, you reverted back to 3.0e on the approach that wild empathy is a skill. That's fine, but you don't need it to justify a certain template/trait granting a certain class feature. That's just not the mechanics of skills in 3e. In 3e, skills are purely mundane capabilities of attempting something that can either succeed or fail – mundanely (unless I've been missing something for the past decade). There's a finite set of skills that do rigidly defined things and you can only stretch them so far (with Skill-Tricks and New Uses for Old Skills). I think the more appropriate solution to what you're after lies in feats, which are a far more flexible mechanic (maybe even feats tacked on skills, that stretch could be reasonable). To take skills to where you're implying on the basic game mechanics, you'd have to invent unnatural effects for all of them. I'm not up to such task. Not very [B][U]3e[/U][/B] paladin like, but a high-melee light-divine Priest-Warrior hybrid. You gain some training and rank within your clergy, but you're more of a means of execution (sort of a templar). And isn't that what 4[SUP]th[/SUP] level paladins do in 3e? 1. All characters in my system start with 4x4 skill points (for which all skills as class skills) totally detached from class levels. This resolves skill starvation quite nicely and removes the absurd class-associated x4 1[SUP]st[/SUP]-level skill-multiplier. 2. My Priest's primary spellcasting stat is Cha, so the need for high-Wis is not there. 3. Choosing between Dex & Con is an every day's strategy to deal with MAD. Now we're down to 3-stat-based. That's no longer MAD. I do agree that neither of us support a [B][U]fully[/U][/B] generic setting, but there's only so far you can go with generic settings when it comes to specifically tight concepts (as you presented with the "polymorph into a blue giant"). Check again on the first 6. Those alone cover more than any 12 official classes (core and non-core) you'd pick. The hybrid classes could serve many purposes, according to spells-invocations-skills-feats you'd select. In both cases, you can have spells and features to visually work differently and have different token effects, so flavor-wise you could take them anywhere. Monk – there's a spoiler at the bottom how to fold the Monk into the Warrior for those that would choose that angle (it just wouldn't be a full-fledged Monk). Soulknife – too many features to fold into peripheral stuff you'd tack on other classes. DFD – using official materials, I'd go for that archetype via Dragonborn-Raptoran-DFA, embodying all 3 core draconic aspects (that's the only way I'd ever play a draconic character), but I wouldn't feel very draconic with inferior physical prowess and this combo still doesn't measure up to the other classes in the codex, so it was practically begging to be born. DWW – if you know of a way to use official materials to model “Kwisatz Hadarach” and Leto II, do share (color me ecstatically intrigued). Time Bender – the PF Time Thief is the first true time-manipulator class I've ever seen (and I've been searching for one since my BECMI group days back in the early 90s). It's just way too sub-par as given. It's still the overall weakest class I have for combat, but it has manipulations other classes can't even dream of, so it has its place. Again, if you have a closer-to-home solution for such an archetype, I'm all ears. All in all, given the codex is an overhaul of 3.5e, out of the character concepts you detailed for your classes, the only ones that I don't see coming to life out of the box using my codex are Mutant (of which I explained my approach above) and Planes Walker, if you insist on doing it without spells and without invocations. I'm not sure what you mean by Reincarnated Soul... unless you're talking about [B][URL="http://www.giantitp.com/forums/showthread.php?188148"]something like this[/URL][/B], which could be modelled by reflavoring the codex' Hexblade (a schizophrenic one, I guess)). [/QUOTE]
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