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Archetype-Multiclass option initial concept
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<blockquote data-quote="GlassJaw" data-source="post: 7842169" data-attributes="member: 22103"><p>I will absolutely agree that wholesale point-buy/a la carte systems are very difficult to design and balance. That said, some of my favorite systems are exactly that (Savage Worlds, Mayfair DC Heroes, WEG d6 Star Wars, even some incarnations of Shadowrun).</p><p></p><p>However, there are a LOT of ways to balance such systems. In addition, a la carte systems don't have to be all or nothing.</p><p></p><p>I actually prefer a hybrid (at least for D&D): base classes with "hard-coded" abilities alongside an a la carte system that allows for customization. This is basically what D&D has been since 3ed, with varying degrees of "a la carteness" (3E and 4E had a lot, 5E has dialed it back some).</p><p></p><p>Right now, I think my preferred system would be 5E's core (bounded accuracy, overall power level, 3-pillar design, old-school sentimentality, etc) but with some of 4E's level of customization and tightness. 4E was way too dry but it did a really good job of standardizing the character progression, which in turn makes it easier to balance the a la carte options. Again, they went too far because the classes ended up feeling very homogenized, and 5E has swung the pendulum in the other direction (in a good way).</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7842169, member: 22103"] I will absolutely agree that wholesale point-buy/a la carte systems are very difficult to design and balance. That said, some of my favorite systems are exactly that (Savage Worlds, Mayfair DC Heroes, WEG d6 Star Wars, even some incarnations of Shadowrun). However, there are a LOT of ways to balance such systems. In addition, a la carte systems don't have to be all or nothing. I actually prefer a hybrid (at least for D&D): base classes with "hard-coded" abilities alongside an a la carte system that allows for customization. This is basically what D&D has been since 3ed, with varying degrees of "a la carteness" (3E and 4E had a lot, 5E has dialed it back some). Right now, I think my preferred system would be 5E's core (bounded accuracy, overall power level, 3-pillar design, old-school sentimentality, etc) but with some of 4E's level of customization and tightness. 4E was way too dry but it did a really good job of standardizing the character progression, which in turn makes it easier to balance the a la carte options. Again, they went too far because the classes ended up feeling very homogenized, and 5E has swung the pendulum in the other direction (in a good way). [/QUOTE]
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