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Pathfinder 1E Tinkering with Multiclassing in Pathfinder

InkwellIdeas

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I had an idea for how to do multiclassing differently than I've seen it before. I think it can get over the issue of underpowered multiclass spellcasters, although it is more a matter of a way to balance creating a new class that matches the player's concept than multiclassing. This new class can be from the beginning or I could see ways that a character could evolve and gain new abilities. (For example, a character joins a monastery for a few months and then has some monk abilities but has forgotten something else.)

I’d love to know if people have seen similar concepts before either online or published (I don’t have the Advanced Player’s Guide or Game Mastery books, for example), or if there are major holes in the idea or if people like it, but can suggest a few tweaks. I also remember something like this in the 2nd edition D&D player’s handbook.

The basic idea is to split the classes apart based on groupings of their special abilities, then give each group of abilities a price in “character points” or whatever you want to call it. Also, give point values for having a d6 of hit points vs. d8, etc; as well as a cost to have 4 skill points/level vs. 6 skill points and so on. For spellcasting, spellcasting as a wizard would have one rather large cost. But to allow more limited spellcasting to be added to another class in exchange for a lesser ability, one could use another classes’ spellcasting or perhaps limit the number of schools of magic in the new class.

The magic in the system is getting the point values to make sense so that the relative value of a Barbarian’s “rage” abilities is appropriate compared to the Fighter’s bonus feats and so on. I remember seeing someone did a spreadsheet along these lines for the 3.5 abilities, but individualized for each individual ability. I think that could fall apart for my purposes, but I think keeping most of the abilities grouped together solves most of that.


Using this method, my hope is that one could give a Fighter trap-related abilities (in case the party won’t have a thief or the player has a good concept around that) by dropping his a fighter ability (or combination of abilities, weapon proficiencies, choice of hit die, etc.)

Also note that if I do go forward with this idea, one would have to sanity check the results. For example, if a new class was stacked with many abilities at 1st level, they should be spread out somehow. Or if you wanted a class that had a particular set of abilities but it would cost just a bit too much, then perhaps some individual abilities could be dropped or moved up to a higher level.
 

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The basic idea is to split the classes apart based on groupings of their special abilities, then give each group of abilities a price in “character points” or whatever you want to call it. Also, give point values for having a d6 of hit points vs. d8, etc; as well as a cost to have 4 skill points/level vs. 6 skill points and so on. For spellcasting, spellcasting as a wizard would have one rather large cost. But to allow more limited spellcasting to be added to another class in exchange for a lesser ability, one could use another classes’ spellcasting or perhaps limit the number of schools of magic in the new class.
I've seen attempts to do this for 3e. It's also been the 'official' method to create new classes in 2e.

You'll run into the problem that every point-based system has: It allows (and even encourages) cherry-picking and min-maxing. I've yet to see a point-based system that manages to be balanced to the point of being unbreakable, and I'm absolutely sure a single person's efforts will not be able to pull it off.

Now if this was an open project on the internet with tens of thousands of rule buffs cooperating, maybe you'd eventually come up with something workable.
 

Point buy systems only have the issue mentioned above if they are uncapped in significant ways. Which is why M&M (and now DCA) works so well in this regard.

Anyway, regarding point build Pathfinder, it's already been done (as actual products) at least twice for 3e - Buy the Numbers and Complete Control. Perhaps you'd want to give those a look, before proceeding?

TBH, I don't much see the point. There are point buy systems aplenty out there, some of them really, really good. And any advantage, real or imagined, to using "D&D" because it's well known or whatever. . . yeah, would pretty much vanish, should you do this to it, I suspect. And otherwise, it's just so much work, and for what? To, with a lot of luck, reach a similar point that existing systems already have, some time ago. Hm. :hmm:


edit: Sorry if that sounded a bit harsh or something. Um. I guess what I meant to say was that the "so much work" part really is crucial to bear in mind. However, if you're willing and able, then hey, there are worse things to do with one's time, so why not.
 
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I've seen attempts to do this for 3e. It's also been the 'official' method to create new classes in 2e.

You'll run into the problem that every point-based system has: It allows (and even encourages) cherry-picking and min-maxing. I've yet to see a point-based system that manages to be balanced to the point of being unbreakable, and I'm absolutely sure a single person's efforts will not be able to pull it off.

Now if this was an open project on the internet with tens of thousands of rule buffs cooperating, maybe you'd eventually come up with something workable.

My hope is that by keeping it from being granular (you can add/remove the barbarians "maneuverability" features, not fast movement, uncanny dodge, etc., it minimizes the min/maxability but it could still happen. A GM will have to sanity check the results and maybe this is just a tool for a GM and player to collaborate on creating a class that matches a player's concept.

And my hope is to get many informed opinions to get something workable.

Point buy systems only have the issue mentioned above if they are uncapped in significant ways. Which is why M&M (and now DCA) works so well in this regard.

Anyway, regarding point build Pathfinder, it's already been done (as actual products) at least twice for 3e - Buy the Numbers and Complete Control. Perhaps you'd want to give those a look, before proceeding?

TBH, I don't much see the point. There are point buy systems aplenty out there, some of them really, really good. And any advantage, real or imagined, to using "D&D" because it's well known or whatever. . . yeah, would pretty much vanish, should you do this to it, I suspect. And otherwise, it's just so much work, and for what? To, with a lot of luck, reach a similar point that existing systems already have, some time ago. Hm. :hmm:


edit: Sorry if that sounded a bit harsh or something. Um. I guess what I meant to say was that the "so much work" part really is crucial to bear in mind. However, if you're willing and able, then hey, there are worse things to do with one's time, so why not.

Thanks for mentioning those products. I had seen one thing online, but those may help more.

No worries about discouraging me... I wanted feedback, even "this is a stupid idea" or "that's probably more than you can chew."

Anyway, thank you and keep the feedback coming!

Also, here's a link where I throw out some point values for common things (BABs, skill points/level, etc.) as well as a few classes' ability groups.
http://inkwellideas.com/?p=997
That should give a better idea of where I want to go with this. Also note that those values are more just placeholders/guesstimates by just me. I'd love to get many informed opinions on the values going forward.
 
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No worries about discouraging me... I wanted feedback, even "this is a stupid idea" or "that's probably more than you can chew."
Well, in retrospect, I probably should've just STFU. After all, the almighty M&M ;) is pretty much a deconstructed 3e, now I think about it. So yeah, really, don't mind me.


Also, here's a link where I throw out some point values for common things (BABs, skill points/level, etc.) as well as a few classes' ability groups.
Inkwell Ideas » Tinkering with Multi-Classing in Pathfinder
That should give a better idea of where I want to go with this. Also note that those values are more just placeholders/guesstimates by just me. I'd love to get many informed opinions on the values going forward.
I'll go have a look. Though, I must admit, my preference for "D&D" is for menus, not points, when it comes to class abilities. But again, that's neither here nor there.
 

While it may not fit exactly with what you are looking for, I have read some variants where instead of assigning points to groups and/or specific abilities, those groups and abilities are moved into skills. Thus, the skills mechanic (ranks) is used to determine effective level for the effects of said abilities.

With that, taking a very basic example of spell casting, you could have a skill for the Transmutation college, one for the Conjuration college, etc. Thus, a caster's level would depend on their skill with the appropriate college.

Of course, there are a lot of issues you would still need to weigh in balancing such a system.
 

With that, taking a very basic example of spell casting, you could have a skill for the Transmutation college, one for the Conjuration college, etc. Thus, a caster's level would depend on their skill with the appropriate college.

Of course, there are a lot of issues you would still need to weigh in balancing such a system.
Oh, yes! There has been one official class in D&D 3.5 that used a skill for their spellcasting: The Truenamer from the Tome of Magic. Imho, it demonstrated extremely well, why skill-based casting did not work in 3e, so I'm not sure if would work any better in Pathfinder.

Then again, I've heard that Star Wars used skills to model Jedi Powers and worked well, so maybe it isn't impossible to do :)
 

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