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D&D Older Editions, OSR, & D&D Variants
[3.PF] "Restricted Gestalt" Variants
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<blockquote data-quote="DammitVictor" data-source="post: 9805380" data-attributes="member: 6750908"><p>The <a href="https://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm" target="_blank"><em>Gestalt Characters</em></a> variant rules were <strong><em>probably</em></strong>--don't @ me-- the most notorious and most long-lasting legacy of the 3.5 version of <em>Unearthed Arcana</em>. An admittedly and unabashedly high-power variant, they allowed players to combine two (or more, in some variant-variants) character classes at every character level. Great for small parties, jaded veteran players who like complex mechanics, powergamers, and compulsive weirdos like myself. <em>Not great</em> for people who like "low op" games, iconic character archetypes, or mechanically simple games. The later you got into 3.5 and/or PF1 class design, the <em>less good </em>these rules were for anyone. <strong><em>(Don't @ me!!)</em></strong></p><p></p><p>The vanilla Gestalt variant was pretty simple: at every character level, when you'd normally pick a class to advance in, you'd <em>pick two</em> and combine them. By default, you could only take one Prestige Class per character level, and "multige" Prestige Classes were prohibited... but these restrictions were frequently waived/ignored by the kind of players who were attracted to the Gestalt rules in the first place.</p><p></p><p>I was always a fan. But... after years of toying around with bizarre campaign variants and other FRPGs, I've started to think about ways to use these rules to create unique campaigns.</p><p></p><p>[HR][/HR]</p><p><span style="font-size: 18px"><strong>Fixed Progression - "Fixie" - Gestalt </strong>(nobody else calls it that)</span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">Standard Gestalt rules, but one or both "sides" of the progression are chosen and locked from 1st to 20th level.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">Simplest implementation and closest to "old school" multiclassing.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">Greatly expands character options without bogging down into analysis paralysis.</span></li> </ul><p><span style="font-size: 18px"><strong>Tristalt </strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">Almost always combined with fixed progression: characters combine <em>three </em>classes, with two or all three "fixed" at 1st level.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px"><strong><em>Whoooooooof. No.</em></strong></span></li> </ul><p><span style="font-size: 18px"><strong>Class-Limited Gestalt</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">There's a short list of classes (even as small as one) that all characters must choose at each level.</span></li> <li data-xf-list-type="ul">Use "occupational" classes to represent shared jobs or organizations: Fighters (and Magi/Warpriests/Warmages) for sellswords, Clerics/Paladins/Warpriests/Inquisitors for a church hiearchy, Rogues/Bards/Beguilers (etc) for a Thieves' Guild...</li> <li data-xf-list-type="ul">Use "heritage" classes for theming: all characters have a <em>bloodline </em>class with different bloodlines for X-Men; all characters have a <em>bloodline</em> class with the same bloodline to demonstrate common origins across diverse ancestries. Works great for Oracles, too.</li> <li data-xf-list-type="ul">Use criteria: BAB, skills, spellcasting progression, Tier, etc., campaign setting, product line...</li> </ul><p><strong><span style="font-size: 18px">Tier-Balanced Gestalt</span></strong></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">Gestalt selection is based on "class tiers": T1-2 classes can combine with Tier 5 (mostly NPC) classes, Tier 3-4 classes can combine with each other, <em>maybe </em>even <strong><em>tristalt</em></strong> if all your classes are 4 or 5.</span></li> </ul><p>[HR][/HR]</p><p></p><p>Of course, the <strong><em>real fun </em></strong>comes from mixing and matching.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 9805380, member: 6750908"] The [URL='https://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm'][I]Gestalt Characters[/I][/URL] variant rules were [B][I]probably[/I][/B]--don't @ me-- the most notorious and most long-lasting legacy of the 3.5 version of [I]Unearthed Arcana[/I]. An admittedly and unabashedly high-power variant, they allowed players to combine two (or more, in some variant-variants) character classes at every character level. Great for small parties, jaded veteran players who like complex mechanics, powergamers, and compulsive weirdos like myself. [I]Not great[/I] for people who like "low op" games, iconic character archetypes, or mechanically simple games. The later you got into 3.5 and/or PF1 class design, the [I]less good [/I]these rules were for anyone. [B][I](Don't @ me!!)[/I][/B] The vanilla Gestalt variant was pretty simple: at every character level, when you'd normally pick a class to advance in, you'd [I]pick two[/I] and combine them. By default, you could only take one Prestige Class per character level, and "multige" Prestige Classes were prohibited... but these restrictions were frequently waived/ignored by the kind of players who were attracted to the Gestalt rules in the first place. I was always a fan. But... after years of toying around with bizarre campaign variants and other FRPGs, I've started to think about ways to use these rules to create unique campaigns. [HR][/HR] [SIZE=5][B]Fixed Progression - "Fixie" - Gestalt [/B](nobody else calls it that)[/SIZE] [LIST] [*][SIZE=4]Standard Gestalt rules, but one or both "sides" of the progression are chosen and locked from 1st to 20th level.[/SIZE] [*][SIZE=4]Simplest implementation and closest to "old school" multiclassing.[/SIZE] [*][SIZE=4]Greatly expands character options without bogging down into analysis paralysis.[/SIZE] [/LIST] [SIZE=5][B]Tristalt [/B][/SIZE] [LIST] [*][SIZE=4]Almost always combined with fixed progression: characters combine [I]three [/I]classes, with two or all three "fixed" at 1st level.[/SIZE] [*][SIZE=4][B][I]Whoooooooof. No.[/I][/B][/SIZE] [/LIST] [SIZE=5][B]Class-Limited Gestalt[/B][/SIZE] [LIST] [*][SIZE=4]There's a short list of classes (even as small as one) that all characters must choose at each level.[/SIZE] [*]Use "occupational" classes to represent shared jobs or organizations: Fighters (and Magi/Warpriests/Warmages) for sellswords, Clerics/Paladins/Warpriests/Inquisitors for a church hiearchy, Rogues/Bards/Beguilers (etc) for a Thieves' Guild... [*]Use "heritage" classes for theming: all characters have a [I]bloodline [/I]class with different bloodlines for X-Men; all characters have a [I]bloodline[/I] class with the same bloodline to demonstrate common origins across diverse ancestries. Works great for Oracles, too. [*]Use criteria: BAB, skills, spellcasting progression, Tier, etc., campaign setting, product line... [/LIST] [B][SIZE=5]Tier-Balanced Gestalt[/SIZE][/B] [LIST] [*][SIZE=4]Gestalt selection is based on "class tiers": T1-2 classes can combine with Tier 5 (mostly NPC) classes, Tier 3-4 classes can combine with each other, [I]maybe [/I]even [B][I]tristalt[/I][/B] if all your classes are 4 or 5.[/SIZE] [/LIST] [HR][/HR] Of course, the [B][I]real fun [/I][/B]comes from mixing and matching. [/QUOTE]
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