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What are your multiclassing house rules?
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<blockquote data-quote="nonsi256" data-source="post: 6414477" data-attributes="member: 86164"><p>Since all adventuring PCs do exploration, I never thought of "Explorer" as an archetype.</p><p></p><p></p><p></p><p></p><p></p><p>The vision that guided me in the creation of the codex was that if a character's overall package of power level and versatility could be scaled from 1 to 100 (out of the box Soulknife all the way through to an optimized Ur-Theurge), where 1 means you have no fun at all and 100 means you practically walk over everybody, then I wanted to narrow this range down to about 30 – 60, where 30 means you just quick-build a character and play it and getting to 60 would require you 2 months of scouring the minmax boards and the codex. And still, 30 and 60 could both be in the same group and have tons of fun.</p><p></p><p></p><p></p><p></p><p></p><p>I'm not sure what you mean here. We both know that spells outweigh skill + feats by magnitudes. I never even dreamed of attempting to eliminate the gap altogether.</p><p></p><p></p><p></p><p></p><p></p><p>It's not necessarily about liking.</p><p>I don't need your approval and you don't need mine.</p><p>It's about having more sources to draw ideas from.</p><p></p><p></p><p></p><p></p><p></p><p>I'm also not a big fan of per-encounter features, but this is the best balancing point I found for some of the features of Rogue, Bard & Hexblade – in terms of availability and restriction (I'd be happy to read your suggested alternatives over at the GiantITP thread).</p><p>Note: I'm assuming you weren't talking about once-per-encounter restriction or till-the-end-of-the-encounter clause.</p><p></p><p></p><p></p><p></p><p></p><p>Given 6th level models the glass ceiling of mundane human capabilities, this restricts down-to-earth rogues to but a single expertise, so there's no real encroachment there.</p><p>Past that point, there's no reason why a mundane skillmonky couldn't be multifaceted.</p><p></p><p></p><p></p><p></p><p></p><p>I don't regard skill as minor at all.</p><p>I just want a 10th level rogue to be just as fun and interesting as a 10th level druid (even if not as powerful or versatile).</p><p></p><p></p><p></p><p></p><p></p><p>Skill-tricks are necessary for 3 reasons:</p><p>1. I've seen dozens of attempts to apply special powers to skills according to ranks. It never works because there's little to no symmetry between the different skills.</p><p>2. They're worth less than feats – about 1/2. You wouldn't want to waste precious feats on skill tricks and there's no way to group them in pairs.</p><p>3. Almost all (if not all) skill-tricks rely on multiple skills and are the best way to model RL capabilities (I could go into details, but this is a discussion all by itself).</p><p> </p><p></p><p></p><p></p><p></p><p>Can you at least PM me your chargen rules ?</p><p></p><p></p><p></p><p></p><p></p><p>Ok, I can definitely relate to this point of view, but this very point of view makes a 1st ECL Paladin impossible.</p><p>No deity would ever choose such fragile characters as their embodiment on earth.</p><p></p><p></p><p></p><p></p><p></p><p>So, the Paladin is one of your Fanatic's aspects?</p><p></p><p></p><p></p><p></p><p></p><p>In my settings, with poor BAB, d6 HD, med. Armor and nerfed spell abuse potential, I doubt SADness would show its face be an issue</p><p></p><p></p><p></p><p></p><p></p><p>I just kept both options on the table, letting the group decide.</p><p></p><p></p><p></p><p></p><p></p><p>Not the organization, but I could easily imagine a group of elite soldiers utilizing the powers of the Weirding Ways (Sudden Relocation in particular – just think of the moral impact this could generate).</p><p>It's not until level 7 that this class receives its major twist.</p></blockquote><p></p>
[QUOTE="nonsi256, post: 6414477, member: 86164"] Since all adventuring PCs do exploration, I never thought of "Explorer" as an archetype. The vision that guided me in the creation of the codex was that if a character's overall package of power level and versatility could be scaled from 1 to 100 (out of the box Soulknife all the way through to an optimized Ur-Theurge), where 1 means you have no fun at all and 100 means you practically walk over everybody, then I wanted to narrow this range down to about 30 – 60, where 30 means you just quick-build a character and play it and getting to 60 would require you 2 months of scouring the minmax boards and the codex. And still, 30 and 60 could both be in the same group and have tons of fun. I'm not sure what you mean here. We both know that spells outweigh skill + feats by magnitudes. I never even dreamed of attempting to eliminate the gap altogether. It's not necessarily about liking. I don't need your approval and you don't need mine. It's about having more sources to draw ideas from. I'm also not a big fan of per-encounter features, but this is the best balancing point I found for some of the features of Rogue, Bard & Hexblade – in terms of availability and restriction (I'd be happy to read your suggested alternatives over at the GiantITP thread). Note: I'm assuming you weren't talking about once-per-encounter restriction or till-the-end-of-the-encounter clause. Given 6th level models the glass ceiling of mundane human capabilities, this restricts down-to-earth rogues to but a single expertise, so there's no real encroachment there. Past that point, there's no reason why a mundane skillmonky couldn't be multifaceted. I don't regard skill as minor at all. I just want a 10th level rogue to be just as fun and interesting as a 10th level druid (even if not as powerful or versatile). Skill-tricks are necessary for 3 reasons: 1. I've seen dozens of attempts to apply special powers to skills according to ranks. It never works because there's little to no symmetry between the different skills. 2. They're worth less than feats – about 1/2. You wouldn't want to waste precious feats on skill tricks and there's no way to group them in pairs. 3. Almost all (if not all) skill-tricks rely on multiple skills and are the best way to model RL capabilities (I could go into details, but this is a discussion all by itself). Can you at least PM me your chargen rules ? Ok, I can definitely relate to this point of view, but this very point of view makes a 1st ECL Paladin impossible. No deity would ever choose such fragile characters as their embodiment on earth. So, the Paladin is one of your Fanatic's aspects? In my settings, with poor BAB, d6 HD, med. Armor and nerfed spell abuse potential, I doubt SADness would show its face be an issue I just kept both options on the table, letting the group decide. Not the organization, but I could easily imagine a group of elite soldiers utilizing the powers of the Weirding Ways (Sudden Relocation in particular – just think of the moral impact this could generate). It's not until level 7 that this class receives its major twist. [/QUOTE]
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