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<blockquote data-quote="Emberashh" data-source="post: 9209643" data-attributes="member: 7040941"><p>Yep, thats how multiclassing works, especially as you try to go really wild with it. Costs increase +1 for secondary class levels, +2 for tertiary, and so on. </p><p></p><p>However, I have realized I actually haven't looked at what I designed in a while and so I forgot a number of things, namely that I actually stopped short of resolving the how the new leveling system works. </p><p></p><p>The big difference is that, originally, Classes weren't freely buyable. You only got them by earning 10SPs, and so you had an upper limit on how many Classes you could freely mix together. (Roughly speaking about 2 and a half). </p><p></p><p>Moving to the DB style leveling was important for a lot of other reasons, but it also begged for a simpler way to character build, and I suppose thats where I stopped and got distracted working on something else. </p><p></p><p>Thinking through it now, though, I think the way I'll square it is just by putting in a "Level" limit for Classes; ie, you can buy Class levels freely, but you have a hard limit of 100 to work with. That brings the full class limit to 2.2 approximately, which works. </p><p></p><p>However, it occurs to me that because Perks would have no limit, there'd be a perverse incentive to never actually level up certain Skills to max, as then you could exploit that to get an endless stream of Perks and ranks. </p><p></p><p>But I think I could resolve that by doing the same thing I do for Class Abilities; Thresholds and Skill requisites. Abilities wouldn't just have their base effectiveness gated by your level in that Skill, but also through Thresholds during use; the optimal play is a higher roll, so you want to get your Modifier maxed, which means not only getting the individual Skill up to max, but also the other 3 Skills in that Talent. </p><p></p><p>Between those two ideas, as well as the fact that your Skills all feed directly into your Energies, there won't be much of a point to trying to abuse it. Would still need testing to identify any issues, but I think this should all work, and indeed would make for a more plainly balanced system. (My intent is that even if you cheated on your character building the game would still be balanced; firmly rooting balance outside of character building either way)</p><p></p><p>So overall, while not as free wheeling as I might have described it, I think overall it should still produce a fun character building aspect, and as mentioned, the default progression paths for mono-classing would still be there for those that don't want to mess with it.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9209643, member: 7040941"] Yep, thats how multiclassing works, especially as you try to go really wild with it. Costs increase +1 for secondary class levels, +2 for tertiary, and so on. However, I have realized I actually haven't looked at what I designed in a while and so I forgot a number of things, namely that I actually stopped short of resolving the how the new leveling system works. The big difference is that, originally, Classes weren't freely buyable. You only got them by earning 10SPs, and so you had an upper limit on how many Classes you could freely mix together. (Roughly speaking about 2 and a half). Moving to the DB style leveling was important for a lot of other reasons, but it also begged for a simpler way to character build, and I suppose thats where I stopped and got distracted working on something else. Thinking through it now, though, I think the way I'll square it is just by putting in a "Level" limit for Classes; ie, you can buy Class levels freely, but you have a hard limit of 100 to work with. That brings the full class limit to 2.2 approximately, which works. However, it occurs to me that because Perks would have no limit, there'd be a perverse incentive to never actually level up certain Skills to max, as then you could exploit that to get an endless stream of Perks and ranks. But I think I could resolve that by doing the same thing I do for Class Abilities; Thresholds and Skill requisites. Abilities wouldn't just have their base effectiveness gated by your level in that Skill, but also through Thresholds during use; the optimal play is a higher roll, so you want to get your Modifier maxed, which means not only getting the individual Skill up to max, but also the other 3 Skills in that Talent. Between those two ideas, as well as the fact that your Skills all feed directly into your Energies, there won't be much of a point to trying to abuse it. Would still need testing to identify any issues, but I think this should all work, and indeed would make for a more plainly balanced system. (My intent is that even if you cheated on your character building the game would still be balanced; firmly rooting balance outside of character building either way) So overall, while not as free wheeling as I might have described it, I think overall it should still produce a fun character building aspect, and as mentioned, the default progression paths for mono-classing would still be there for those that don't want to mess with it. [/QUOTE]
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