I've been thinking about this for a while, so I thought I'd throw it out.
Premise: The current multiclassing system is unexciting in most cases. Multiclass characters are generally inferior, except when they are significantly better (this is less of an issue in 3.5). The most reasonable combinations are ones between similarly-focused classes, such as fighter/barbarian. A more balanced multi-class system would be desireable.
Correction:
1) Character level is no longer directly connected to class level(s). References to hit dice instead reference character level. Character level-based benefits/calculations remain the same (feat every 3, same XP table, etc.)
2) Character classes are gained by investing experience points into character classes. Multiclass characters determine benefits from each level by gestalting the benefits from each class at that level. For example, a 1st level fighter/1st level barbarian/2nd level rogue (who
started as a 1st level rogue) would have:
+1 BAB
+2 fort
+3 ref
The best of 6, 10, and 12 hitpoints, plus 1d6
rage 1/day
sneak attack +1d6
Skills as a normal 2nd level rogue; if skill points retroactively affect skills, the skill gain at 1st could go into any of the three classes skill lists, but the 2nd level skill points would go only in
the rogue list
etc.
2a) As noted above, skill points are spent as they exceed the current skill points at a given level; I think I have an easy fix that makes this much better, but I've just thought it up and need more time to be able to articulate it well.
3)The highest-level class is free; the second-highest class has each levels' xp cost increased by 500, the third-highest by 1000, etc. Thus, the above rogue has invested 2500 xp, and is character level 2, almost 3.
3a) If desired, the favored class of a race is not counted when determining when determining xp costs for multiple classes.
3b) You can cap classes at 20th level and force players to multiclass afterward. Do not use the epic BAB or save progressions, but still give players epic feats and ability points based on character level. Characters will fall behind epic characters at some point, but I don't know when. Some people may prefer the leveling off of the curve; others will not like it. Still, it's a strength of the system that it allows this variant on epic-level play.
4) Other things could be purchased for xp as well; for instance, bonus feats can be bought at a cumulative 400xp (400, 800, 1,200, etc), + 50 * min level to purchase feat in core D&D for a non-human, all-class gestalt character who recieves no bonus feats from his classes. (Weapon specialization costs 200 xp extra; spring attack requires dodge and mobility, and cannot be aquired before 6th level, so it costs 300 xp extra.)
5) Prestige classes require DM adjucation, but in general, they are not available before they would be in core, start gestalting at the earliest level possible, and cost 1,000 * (min level to aquire - 1). A prestige class first available at 6th level would cost 5,000, as it would normally.
Prestige classes are on a sepparate track from base classes for the purposes of increased cost to purchase.
The numbers might need adjustment, but I don't think they're too far off. I think this system breaks in the 2nd-3rd level range, but fixes after that.
Thoughts?
Premise: The current multiclassing system is unexciting in most cases. Multiclass characters are generally inferior, except when they are significantly better (this is less of an issue in 3.5). The most reasonable combinations are ones between similarly-focused classes, such as fighter/barbarian. A more balanced multi-class system would be desireable.
Correction:
1) Character level is no longer directly connected to class level(s). References to hit dice instead reference character level. Character level-based benefits/calculations remain the same (feat every 3, same XP table, etc.)
2) Character classes are gained by investing experience points into character classes. Multiclass characters determine benefits from each level by gestalting the benefits from each class at that level. For example, a 1st level fighter/1st level barbarian/2nd level rogue (who
started as a 1st level rogue) would have:
+1 BAB
+2 fort
+3 ref
The best of 6, 10, and 12 hitpoints, plus 1d6
rage 1/day
sneak attack +1d6
Skills as a normal 2nd level rogue; if skill points retroactively affect skills, the skill gain at 1st could go into any of the three classes skill lists, but the 2nd level skill points would go only in
the rogue list
etc.
2a) As noted above, skill points are spent as they exceed the current skill points at a given level; I think I have an easy fix that makes this much better, but I've just thought it up and need more time to be able to articulate it well.
3)The highest-level class is free; the second-highest class has each levels' xp cost increased by 500, the third-highest by 1000, etc. Thus, the above rogue has invested 2500 xp, and is character level 2, almost 3.
3a) If desired, the favored class of a race is not counted when determining when determining xp costs for multiple classes.
3b) You can cap classes at 20th level and force players to multiclass afterward. Do not use the epic BAB or save progressions, but still give players epic feats and ability points based on character level. Characters will fall behind epic characters at some point, but I don't know when. Some people may prefer the leveling off of the curve; others will not like it. Still, it's a strength of the system that it allows this variant on epic-level play.
4) Other things could be purchased for xp as well; for instance, bonus feats can be bought at a cumulative 400xp (400, 800, 1,200, etc), + 50 * min level to purchase feat in core D&D for a non-human, all-class gestalt character who recieves no bonus feats from his classes. (Weapon specialization costs 200 xp extra; spring attack requires dodge and mobility, and cannot be aquired before 6th level, so it costs 300 xp extra.)
5) Prestige classes require DM adjucation, but in general, they are not available before they would be in core, start gestalting at the earliest level possible, and cost 1,000 * (min level to aquire - 1). A prestige class first available at 6th level would cost 5,000, as it would normally.
Prestige classes are on a sepparate track from base classes for the purposes of increased cost to purchase.
The numbers might need adjustment, but I don't think they're too far off. I think this system breaks in the 2nd-3rd level range, but fixes after that.
Thoughts?
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