A High Powered Character Concept

Edena_of_Neith

First Post
*** WARNING - IF YOU ARE A PLAYER WHO BELIEVES IN ANYTHING REMOTELY RELATED TO GAME BALANCE, DO NOT READ FURTHER. (This is to a Balanced Game, what the 1st Edition S1 Tomb of Horrors module was to Character Life Expectancy, assuming a Killer DM) ***

-

Ok, this is for the player who is seriously interested in high powered, low level characters. Nearly all would refer to this as munchkin or over-the-top, but for those who desire their 1st level character (or low level character) really be competent, here is one answer.

In roleplaying terms, this concept assumes the character is truly special, or had very special, intensive training (or, magical aid in training.) That is because this character is to the standard character, what the standard character is to the generic class characters in the DMG ... much better trained.
Also, for the purposes of this concept, the Point of Diminishing Returns is considered to be much further away. One can train and learn to an extraordinary degree, untapped potential of the mind and body can be unleashed, and a person is capable of truly extraordinary things.

The result? The Gestalt Double Character.

A normal Gestalt character is like a multiclass character in 1st or 2nd edition (or OD&D, really), gaining the benefits of two classes while paying for only one.
In THIS case, however, the character takes two classes, in the SAME class.
And also, in THIS case, EVERYTHING stacks.

Gestalt Double Characters also gain additional benefits.

-

Here are examples of Gestalt Double Characters:

The Double Fighter

Level / BAB / Fort Save / Ref Save / Will Save

1 / +2 BAB / +4 / +0 / +0
2 / +4 BAB / +6 / +0 / +0
3 / +6/+2 BAB / +6 / +2 / +2
4 / +8/+4 BAB / +8 / +2 / +2
5 / +10/+6/+2 BAB / +8 / +2 / +2
6 / +12/+8/+4 BAB / +10 / +4 / +4
7 / +14/+10/+6/+2 BAB / +10 / +4 / +4
8 / +16/+12/+8/+4 BAB / +12 / +4 / +4
9 / +18/+14/+10/+6/+2 BAB / +12 / +6 / +6
10 / +20/+16/+12/+8/+4 BAB / +14 / +6 / +6
11 / +22/+18/+14/+10/+6/+2 BAB / +14 / +6 / +6 ( * Considered an Epic Character, may take Epic Feats * )
12 / +24/+20/+16/+12/+8/+4 BAB / +16 / +8 / +8
13 / +26/+22/+18/+14/+10/+6/+2 BAB / +16 / +8 / +8
14 / +28/+24/+20/+16/+12/+8/+4 BAB / +18 / +8 / +8
15 / +30/+26/+22/+18/+14/+10/+6/+2 BAB / +18 / +10 / +10
16 / +32/+28/+24/+20/+16/+12/+8/+4 BAB / +20 / +10 / +10
17 / +34/+30/+26/+22/+18/+14/+10/+6 BAB / +20 / +10 / +10
18 / +36/+32/+28/+24/+20/+16/+12/+8 BAB / +22 / +12 / +12
19 / +38/+34/+30/+26/+22/+18/+14/+10 BAB / +22 / +12 / +12
20 / +40/+36/+32/+28/+24/+20/+16/+12 BAB / +24 / +12 / +12
21: Begin Epic Level Progression, double rate advancement within the Epic Rules

A Double Fighter may ultimately gain up to 8 attacks, at 20th level.
(as opposed to the absolute limit of 4 for a regular character.)

A Double Fighter begins the game with 14 feats (22 if human) of any type to choose from. If he takes Drawbacks from Unearthed Arcana, he gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Fighter gains 6 feats per level, every level, after 1st level:

Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.

A Double Fighter gains 16 skill points at 1st level, times his Intelligence modifier, then 16 skill points per level thereafter.
A Double Fighter may have a skill rank 6 ranks higher than his level (compared with the usual 3 ranks above his level.)

A Double Fighter must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal fighter.

A Double Fighter begins with double hit points plus his Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Fighter begins with double maximum (20 + double any Constitution modifiers, or as high as 28.)

-

The Double Wizard

1 / +0 BAB / +0 / +0 / +4
2 / +2 BAB / +0 / +0 / +6
3 / +2 BAB / +2 / +2 / +6
4 / +4 BAB / +2 / +2 / +8
5 / +4 BAB / +2 / +2 / +8
6 / +6/+2 BAB / +4 / +4 / +10
7 / +6/+2 BAB / +4 / +4 / +10
8 / +8/+4 BAB / +4 / +4 / +12
9 / +8/+4 BAB / +6 / +6 / +12
10 / +10/+6/+2 BAB / +6 / +6 / +14
11 / +10/+6/+2 BAB / +6 / +6 / +14 ( * Considered an Epic Character, may take Epic Feats * )
12 / +12/+8/+4 BAB / +8 / +8 / +16
13 / +12/+8/+4 BAB / +8 / +8 / +16
14 / +14/+10/+6/+2 BAB / +8 / +8 / +18
15 / +14/+10/+6/+2 BAB / +10 / +10 / +18
16 / +16/+12/+8/+4 BAB / +10 / +10 / +20
17 / +16/+12/+8/+4 BAB / +10 / +10 / +20
18 / +18/+14/+10/+6/+2 BAB / +12 / +12 / +22
19 / +18/+14/+10/+6/+2 BAB / +12 / +12 / +22
20 / +20/+18/+12/+8/+4 BAB / +12 / +12 / +24
21: Begin Epic Level Progression, double rate advancement within the Epic Rules

A Double Wizard may ultimately gain up to 4 attacks, at 20th level.

A Double Wizard begins the game with 14 feats (22 if human) of any type to choose from. If she takes Drawbacks from Unearthed Arcana, she gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Wizard gains 6 feats per level, every level, after 1st level. She may pick any feats she pleases.

Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.

A Double Wizard gains 16 skill points at 1st level, times her Intelligence modifier, then 16 skill points per level thereafter.
A Double Wizard may have a skill rank 7 points higher than her level (compared with the usual 3 ranks above her level.)

A Double Wizard must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal wizard.

A Double Wizard begins with double hit points plus her Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Wizard begins with double maximum (8 + double any Constitution modifiers, or as high as 16.)

Level / Cantrips / 1st level spells / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th / Above 9th Level Spell Slots Available

1 / ... 6 / 2, 2
2 / ... 8 / 4, 4, 2
3 / ... 8 / 4 / 4 / 4 / 2
4 / ... 8 / 6 / 4 / 4 / 4 / 2
5 / ... 8 / 6 / 6 / 4 / 4 / 4 / 2
6 / ... 8 / 8 / 6 / 4 / 4 / 4 / 4 / 2
7 / ... 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 / 2
8 / ... 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 2
9 / ... 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 4 / 2 (10th)
10 / ... 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 4 (10th) / 2 (11th)
11 / ... 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 / 4 (10th through 11th) 2 (12th)
12 / ... 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 (10th through 12th) / 2 (13th)
13 / ... 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 (10th through 13th) / 2 (14th)
14 / ... 8 / 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 (10th through 14th) / 2 (15th)
15 / ... 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 (10th through 15th) / 2 (16th)
16 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 (10th through 16th) / 2 (17th)
17 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 (10th through 17th) / 2 (18th)
18 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 (10th through 18th) / 2 (19th)
19 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 (10th) / 4 (10th through 19th) / 2 (20th)
20 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 (10th) / 6 (11th), 4 (12th through 20th) / 2 (21st)

Intelligence bonuses for all extra spell slots are doubled.

A Ring of Wizardry doubles all spell capacity, as appropriate to the Ring.
If two Rings of Wizardry are worn, and both double the same level (1st, 2nd, 3rd, etc.) of spells, the spell capacity of the wizard is quadrupled (not tripled.)

A Ring of Wizardry also doubles Intelligence bonuses. If two Rings of Wizardry are worn, Intelligence bonuses are quadrupled (not tripled.)

-

The Double Monk

1 / +0 BAB / +4 / +4 / +4
2 / +2 BAB / +6 / +6 / +6
3 / +4 BAB / +6 / +6 / +6
4 / +6/+2 BAB / +8 / +8 / +8
5 / +6/+2 BAB / +8 / +8 / +8
6 / +8/+4 BAB / +10 / +10 / +10
7 / +10/+6/+2 BAB / +10 / +10 / +10
8 / +12/+8/+4 BAB / +12 / +12 / +12
9 / +12/+8/+4 BAB / +12 / +12 / +12
10 / +14/+10/+6/+2 BAB / +14 / +14 / +14
11 / +16/+12/+8/+4 BAB / +14 / +14 / +14 ( * Considered an Epic Character, may take Epic Feats * )
12 / +18/+14/+10/+6/+2 BAB / +16 / +16 / +16
13 / +18/+14/+10/+6/+2 BAB / +16 / +16 / +16
14 / +20/+16/+12/+8/+4 BAB / +18 / +18 / +18
15 / +22/+18/+14/+10/+6/+2 BAB / +18 / +18 / +18
16 / +24/+20/+16/+12/+8/+4 BAB / +20 / +20 / +20
17 / +24/+20/+16/+12/+8/+4 BAB / +20 / +20 / +20
18 / +26/+22/+18/+14/+10/+6/+2 BAB / +22 / +22 / +22
19 / +28/+24/+20/+16/+12/+8/+4 BAB / +22 / +22 / +22
20 / +30/+26/+22/+18/+14/+10/+6/+2 / +24 / +24 / +24
21: Begin Epic Level Progression, double rate advancement within the Epic Rules

A Double Monk may ultimately gain up to 8 attacks, at 20th level.

A Double Monk begins the game with 14 feats (22 if human) of any type to choose from. If he takes Drawbacks from Unearthed Arcana, he gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Monk gains 6 feats per level, every level, after 1st level. He may pick any feats she pleases.

Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.

A Double Monk gains 32 skill points at 1st level, times his Intelligence modifier, then 32 skill points per level thereafter.
A Double Monk may have a skill rank 7 points higher than his level (compared with the usual 3 ranks above his level.)

A Double Monk must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal monk.

A Double Monk begins with double hit points plus his Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Wizard begins with double maximum (16 + double any Constitution modifiers, or as high as 24.)

The Special Powers of the Monk are gained twice as quickly, as follows:

Level / Ability

1 / Unarmed Strike, Stunning Attack, Evasion, Deflect Arrows Feat
2 / Still Mind, Slow Fall (20 feet)
3 / Purity of Body, Slow Fall (30 feet), Improved Trip Feat
4 / Wholeness of Body, Leap of the Clouds, Slow Fall (50 feet)
5 / Improved Evasion / Ki Strike (+1)
6 / Diamond Body, Abundant Step
7 / Diamond Soul, Ki Strike (+2)
8 / Quivering Palm, Ki Strike (+3)
9 / Timeless Body, Tongue of the Sun and Moon, Slow Fall (Any Distance)
10 / Empty Body, Perfect Self
11: Begin gaining Epic Abilities

Level / Unarmed Damage / AC Bonus / Unarmored Speed

1 / 1d6 / +0 / 40 feet
2 / 1d8 / +1 / 40 feet
3 / 1d8 / +2 / 50 feet
4 / 1d10 / +2 / 60 feet
5 / 1d10 / +2 / 60 feet
6 / 1d12 / +2 / 70 feet
7 / 1d12 / +3 / 80 feet
8 / 1d20 / +3 / 90 feet
9 / 1d20 / +3 / 100 feet
10 / 1d20 / +4 / 110 feet
11 / 1d30 / +4 / 120 feet
12 / 1d30 / +5 / 130 feet
13 / 1d30 / +5 / 140 feet
14 / 1d30*1.5 / +6 / 150 feet
15 / 1d30*1.5 / +6 / 160 feet
16 / 1d30*1.5 / +7 / 170 feet
17 / 1d30*2 / +7 / 180 feet
18 / 1d30*2 / +8 / 190 feet
19 / 1d30*2 / +9 / 200 feet
20 / 1d30*3 / +10 / 210 feet

-

A Double Character may not multiclass, in place of his or her Double Class.
So, a Double Fighter cannot choose to multiclass into, say, wizard, to become a Fighter 1 / Wizard 1, counting as 1 class and 1 Character Level (as per the standard Gestalt Rules.)

However ...

A Gestalt Double Character *may* take a second Gestalt Class, involving two other classes.
So, for example, a character could be a Double Fighter 10th / Priest 10th/Warrior 10th (he would count as a 20th level Character.)

It *is* possible for a character to be a Double/Double Character (such as a Double Fighter / Double Wizard) in which case each level counts as 2 Character Levels.
Such a character can take a Third Class, this employing two other classes and counting as another Character Level.

*Elves, dwarves, drow* and other long lived races are the best candidates for Double/Double characters, as they are long lived and have decades to train.

It is possible for a character to be a Double/Double/Double character (each level counting as 3 Character Levels.) Extremely long lived races, such as elves and drow, are candidates for such specialization.

A Quadruple Double (a Double/Double/Double/Double) Character is possible. He or she would be the True Jack of All Trades character.

A Quintuple Double is theoretically possible. Such a character would basically be an Epic Character at the start, having a truly awesome repetoire of knowledge and skills to draw upon from the beginning.
 

log in or register to remove this ad

After all that build up I thought you were going to suggest something like the Paragon template (Epic) starting at level 1 or something (played in a game like that... we were all considered new "Demi-gods"... think Hercules at the beginning of his trials).

This is a very interesting idea. I'll get back to this thread after I've mulled this over... (if I remember to).
 

Whew! You sure do like to put the NOX in your gaming engine!

Rather than do all this work to turn 3.5 PCs into F-15s, why not try another game system in which starting off that way is possible? Think GURPS, RIFTS, HERO, Exalted, Scion, M&M...

Take my #1 system, HERO, fr'ex: starting superheroes from the core game are built on 200+ points, but a typical starting Fantasy HERO is built on 50-75 points. You could, however, simply ratchet up the point base for PCs in a Fantasy HERO game up to 200. (And, for the record, you could easily put in restrictions- such as package deals for races/classes or mandatory Power Frameworks for spellcasters- that make PCs otherwise conform to 3.X style conventions.)

FWIW, you might get a kick out of reading through or even using the OoP WotC product The Primal Order.

http://en.wikipedia.org/wiki/The_Primal_Order
 
Last edited:

It's an over the top concept, obviously.
You won't find Double Characters running around (if they aren't in anyone's campaigns - LOL - then NPCs probably don't exist, meaning ... they are rather rare critters ...) but then again, maybe during certain ancient times, and amongst infamous peoples, they exist.
For example, perhaps they existed during the Arcane Age, or during the time of the Suel Imperium and Baklunish Empire, or the Reign of Istar or the Time of Huma.
Perhaps, some (horrific!) insanely devoted drow or illithid city has found the secret of awesome power, and Double Characters are common there (in which case, the Gods help everyone else.)
Perhaps the true secret of the phaerimm is that they, being a race of highly motivated supergeniuses, figured out the secrets of Double Characters (thus, your so called 7th level phaerimm wizard is actually ... well, bad news.)

Anyways ...

In normal 1st and 2nd edition multiclassing, and in the 3.5 gestalt rules (I believe ...) you have the 'best of' rulesset.
The multiclassed character has two classes. She gets the 'best of' each classes THAC0 (or BAB), saves, number of attacks, and so on. Where class powers are different, the character gets both sets of powers, such as a cleric and a wizard, or even a sorcerer and a wizard.
But where class powers overlap, they *do not* stack. BAB does not stack (it can never be higher than your level), saves do not stack (although they can be complimentary), spells do not stack (a wizard 1 / wizard 1 normally, would still only get 1 1st level spell per day, plus any standard Intelligence bonuses), and so on.

Thus, it would make absolutely no sense to 'double' your class.
Under the standard rules, a fighter/fighter would still receive only +1 BAB per 'level'. A wizard still only progress in spells at the 'normal' rate. A monk, bard, druid, barbarian, and the others still gain class powers at the standard rate.
So nobody would do such a thing. That's a given. It makes no sense, under the RAW, to do this.

The Double Class simply stacks standard class abilities in a x2 fashion (violating about a hundred rules in doing so, but that's acknowledged already.)
BAB becomes +2 per level if you're a fighter, and the rate at which you can make multiple attacks increases drastically faster (I put a limit of 8 attacks there, simply because it was x2 the normal limit.)
Feats would double (2 fighter feats at level 1, 2, 4, 6, 8, etc., 2 metamagic feats at 5th, 10th, etc.) and you'd start with 2 feats (or 4 if human) as the x2 factor kicks in. You'd gain 2 feats at 3rd level, 2 at 6th, 2 at 9th, and so on. (If you were allowing more than this for 'standard' characters, then these extra allowed feats would double for 'Double' characters.)
(What I put down - those 22 feats + 6 per level, was based on another thread in this forum, based on a house rule.)
Skill points would be at x2. Fighters/wizards/clerics 4 points, 4 point classes doubling to 8, 6 point classes doubling to 12, and rogues doubling to 16. (Again, I was using a house rule, where skill points were already quadrupled, and then the x2 kicked in. I always thought the classes deserved more skill points ...)
I allowed that you could have 6 ranks above your level in skills, rather than 3 ranks, as a part of the x2.

For wizards, they gain x2 the spells, and they also gain higher level spells twice as fast, rounding levels down. Thus, normally, at 9th level they gain 5th level spells, and this is halved to 4 1/2, rounded down to 4th level.

Other classes with special powers, simply gain them at half the level, rounded down.

You *could* allow multiclassing using Double Characters. But such a thing would be a daunting bookkeeping task.
If, for example, a Gestalt character progressed as a Double Fighter for 5 levels, then as a fighter/wizard (this counting as 'one' class, because of the Gestalt rule) for 5 levels, you'd have a Fighter 10 / Wizard 5.
Under normal rules, you'd use the 'best of' rules. But this assumes the 'everything stacks' rule, so you have a bookkeeping nightmare:

As a Double Fighter, the character's BAB went to +10 when he reached 5th level. (Why? Because he was a Double Fighter, using the special Double Fighter rules, +2 BAB per level.)
However, for the next 5 levels, he advanced as a mere 'ordinary' fighter, gaining +1 BAB per level, or +5 BAB. This 'stacks' (in this special, rulesbreaking case) with the +10, so he's up to +15 BAB.
Then, because we *are* using the rulesbreaking 'everything stacks' rule here (we have to, for consistency's sake - lol ... he started as a Double Character, so the 'Double' Rules should apply to him through the adventurer's whole career) he gains another +2 to BAB because that's what you get for 5 levels of wizard (that is, a 5th level wizard has a BAB of +2.)
His total BAB is thus +10 and +5 and +2, or +17.

Now, go through the same numerical mess for the three kinds of saves.

Spells? He has the standard spells of a 5th level wizard. No Double Wizard advantages.
Why? Because he was never a Double Wizard. He was a fighter/wizard for 5 levels. He never spent even one level as a wizard/wizard.

Let's say he spent his next Gestalt level as a wizard/wizard, or a Double Wizard. He'd gain another +1 to BAB (for 6th level wizard), more to his saves (I think ...), and he'd gain double the normal number of spells, that he could memorize, compared to what he would have gained as a normal wizard.
I believe that translates to that, instead of gaining one 2nd and one 3rd level spell, he'd gain 2 2nd and 2 3rd level spells. With one level of Double Wizard, he'd count as a 7th level wizard for the purpose of what spells he could memorize (5th level, plus 2 levels for 1 level of Double Wizard), so now he would also gain 2 4th level spells (the normally number of spells possible when you first acquire 4th level spells, then doubled.)

Obviously, the bookkeeping would be complex. The Doubling would work entirely in the player's favor here (it *is* supposed to be an overpowered situation, creating extremely powerful player characters) so rulings would mostly go the player's way.

-

What would be the point of these rules?
If you had a game where you ONLY expected low level play (1st through 3rd, or 1st through 5th at the most), and you wanted the absolute MOST POSSIBLE versatility and power there could be, out of low level characters, then this is one way to do it.

For roleplaying purposes ... I will only say, that a Double Character would be considered very rare and very special by those around him or her, and the training regiment that produced him or her would be very special indeed, involving tapping a lot of hidden potential, or involving great magic or psionics, or deep secrets known only to the civilization or race in question; in which case everyone else would very much love to get their hands on these secrets (or capture the character's mentor and force the secrets out of him.)

Perhaps great and ancient martial schools and academies of magic, venerable bardic and druidic colleges, and entire small psionic communities putting their thoughts together to find solutions, are the genesis of Double Characters?
 

Whew! You sure do like to put the NOX in your gaming engine!

Rather than do all this work to turn 3.5 PCs into F-15s, why not try another game system in which starting off that way is possible? Think GURPS, RIFTS, HERO, Exalted, Scion, M&M...

Take my #1 system, HERO, fr'ex: starting superheroes from the core game are built on 200+ points, but a typical starting Fantasy HERO is built on 50-75 points. You could, however, simply ratchet up the point base for PCs in a Fantasy HERO game up to 200. (And, for the record, you could easily put in restrictions- such as package deals for races/classes or mandatory Power Frameworks for spellcasters- that make PCs otherwise conform to 3.X style conventions.)

FWIW, you might get a kick out of reading through or even using the OoP WotC product The Primal Order.

The Primal Order - Wikipedia, the free encyclopedia



For one simple reason: Even a Double Character (no matter how powerful or with how many feats or whatever) can be quickly downed by such mundane things as enemy swords or arrows, low level spells, or a well placed backstab.
D&D characters are just that. They are not Superheroes. As long as they are one failed save away from death (which is always the case at low and mid levels, even with Double Characters) they are merely mortal.
Which is how it should be (or, at least, that is what I think.)

Ala:

'My Double Character has 100 hit points, a hundred feats, and does 500 points of damage!'
'I see ... make a save against my Hold Person.'
'No problem. A ... 3? WHAT? I FAILED?'
'Coup de grace.'

All I need is the Divine Metamagic Feat (original version), the Irresistible Spell Feat (original version, from Kingdoms of Kalamar), and cleric/wizard of 1st/1st with a Command Spell ('Sleep!'), and I have an Instakill Character. (Well, ok, I think I need a 4th or 7th level character for Irresistible Spell, but that's still not high level ... )
I don't need a Double Character or much of anything else to break the system in 3rd Edition.

The point of Double Characters is that someone, somewhere, has figured out the Last Word in Versatility and Potential Power, and is churning out these monsters (that is, these Double Characters) and much of the story arc is going to revolve around this fact (how could it not?)
 

D&D characters are just that. They are not Superheroes.

Weeeelllll...to a certain extent, they are- especially under this kind of ruleset.

But the question remains: Since you can do this kind of thing much, MUCH more easily in other systems, why do it in 3.5?

In my example using HERO, you could easily state as a rule for the campaign that all build points beyond "normal human" stats either had to be spent on skills & powers, or could be spent on stats at a less favorable rate. In fact, that is a standard rule in Fantasy HERO- you can raise stats to superhuman levels, yes, but the cost of doing so rises so that a PC may have 1 or 2 stats in that range, but he's no Superman. He might barely be Robin.
 


Umm, who cares if players read this? A DM would have to have had a brainectomy to use this in a campaign....

I've seen worse than this. Much worse.

In any case, player characters typically struggle to be more than they are, in every way.
If Double Classes are available, some motivated and/or ambitious PCs and NPCs will want to have such versatility and power. Some will be lucky enough to start with such good luck. Others will attain it. More will dream of it.

Those who have the luck to have such versatility and power at the start should remember that they are still low level.
A Double Fighter of 1st level still has only a BAB of +2.
A Double Rogue of 1st level still has only a Backstab of x3.
A Double Wizard of 1st level still has only 2 1st level spells (plus double Int bonus)
A Double Monk of 1st level still does not have most of the powers of that class.

Most of the really good stuff doesn't come until higher level. Multiple attacks, high BABs, high saves, most of the special feats, competent skill ranks, powerful spells ... all that must wait until the Double Character attains a higher level.

And that's going to be hard to do, because ...

A Double Character counts as twice her level, in terms of experience points required to gain further levels.
A 1st level Double Character counts as an EL of 2.
A 2nd level Double Character counts as an EL of 4.
A 4th level Double Character counts as an EL of 8.
An 8th level Double Character counts as an EL of 16.
A 16th level Double Character counts as an EL of 32.

That means 6 adventures, instead of 3, to gain a level, assuming appropriate challenges (meaning, challenges of doubled EL versus normal.)

Of course, if one is going by the old 1st edition rules, where experience points are fixed and one gains experience from gold and magical items taken, all bets are off. The DM had simply better enjoy running high level campaigns, since he's going to have one on his hands in a real hurry.
 


Pets & Sidekicks

Remove ads

Top