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[3.5] WotC theory on multi-class spellcasters
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<blockquote data-quote="KDLadage" data-source="post: 964584" data-attributes="member: 88"><p>Well... the reason a Bar10/Ftr10 works is because, in effect, they are both Fighters -- one is just a forced specialist fighter, while the other has some options on being a specialist. In fact, for all intents and purposes, the Fighter, Ranger, Paladin and Barbaraian are all the same class... It is just that the Ranger, Paladin and Barbarian are specialized forms of Fighter that gain a few spells or spell-like abilities along the way.</p><p></p><p>But as far as the Clr/Wiz combo is concerned -- try a Sor/Wiz combo if you want to see a hosed class combination. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Now... as far as dealing with the problems of the primarilly spell-casting classes... how do you fix this elegantly?</p><p></p><p>Well, off the top of my head, and with the restriction of maintaining the class system, I would say that divorcing much of the classes abilities from the actual class level would be a start.</p><p></p><p>Base it on the skill system -- Turn the entire spell-casting experience into a system much akin to the one in the Epic Level handbook such that spells are ranked, not by spell levels, but by the DC needed to successfully cast them.</p><p></p><p>Allow the casters to choose any spells they wish as they advance (perhaps with some restrictions) ... but have the DCs of the spells set such that it will take a lot of {insert skill here} to get those so-called upper level spells handled. Now... let us assume we have two skills here... Spellcraft (Arcane) for arcane spell casting, and Spellcraft (Divine) for divine spell-casting.</p><p></p><p>The Wizard/Sorcerer classes would have Spellcraft (Arcane) as a class skill, and might have Spellcraft (Divine) as a cross-class skill -- but unless the Wizard had at least a level of Cleric (or Druid, or what-have you) then the ability to cast Divine Spells would never have been granted at all. The Cleric/Druid classes would have Spellcraft (Divine) as a class skill and might have Spellcraft (Arcane) as a cross class skill. Same restrictions as before.</p><p></p><p>Paladins and Rangers would have Spellcraft (Divine) as a cross class skill as well, but might take some penalty to spell casting to balance them off...</p><p></p><p>Thus, in this methodology, the Clr10/Wiz10 would have a reduced ability to cast spells of the upper ranks, but not cripplingly so.</p></blockquote><p></p>
[QUOTE="KDLadage, post: 964584, member: 88"] Well... the reason a Bar10/Ftr10 works is because, in effect, they are both Fighters -- one is just a forced specialist fighter, while the other has some options on being a specialist. In fact, for all intents and purposes, the Fighter, Ranger, Paladin and Barbaraian are all the same class... It is just that the Ranger, Paladin and Barbarian are specialized forms of Fighter that gain a few spells or spell-like abilities along the way. But as far as the Clr/Wiz combo is concerned -- try a Sor/Wiz combo if you want to see a hosed class combination. ;) Now... as far as dealing with the problems of the primarilly spell-casting classes... how do you fix this elegantly? Well, off the top of my head, and with the restriction of maintaining the class system, I would say that divorcing much of the classes abilities from the actual class level would be a start. Base it on the skill system -- Turn the entire spell-casting experience into a system much akin to the one in the Epic Level handbook such that spells are ranked, not by spell levels, but by the DC needed to successfully cast them. Allow the casters to choose any spells they wish as they advance (perhaps with some restrictions) ... but have the DCs of the spells set such that it will take a lot of {insert skill here} to get those so-called upper level spells handled. Now... let us assume we have two skills here... Spellcraft (Arcane) for arcane spell casting, and Spellcraft (Divine) for divine spell-casting. The Wizard/Sorcerer classes would have Spellcraft (Arcane) as a class skill, and might have Spellcraft (Divine) as a cross-class skill -- but unless the Wizard had at least a level of Cleric (or Druid, or what-have you) then the ability to cast Divine Spells would never have been granted at all. The Cleric/Druid classes would have Spellcraft (Divine) as a class skill and might have Spellcraft (Arcane) as a cross class skill. Same restrictions as before. Paladins and Rangers would have Spellcraft (Divine) as a cross class skill as well, but might take some penalty to spell casting to balance them off... Thus, in this methodology, the Clr10/Wiz10 would have a reduced ability to cast spells of the upper ranks, but not cripplingly so. [/QUOTE]
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[3.5] WotC theory on multi-class spellcasters
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