Arabesu
Registered User
My Gm complains that the Bo9s multiclassing rules are too strong, since they allow a PC to obtain a high level maneuver at first level. For example, a Fighter 8/Swordsage 1 could start with the equivilent of 3rd level spells. His argument is that a F8/ sorceror 1 would only have 1st level spells, so clearly the Bo9s multiclassing rules are broken because a one level dip can get you the equivelent of fireball every encounter.
Now I'm not a negotiator or a diplomat or a debator, so I don't really know how to argue this position, but it seems like they aren't that bad. Does anyone have any good reasons/explanations that I can take back and say "this is why its not broken."
So far the only thing I can come up with is that while you may start out with higher level effects, most of the maneuvers require a regular hit as opposed to spells which typically require only a touch attack, affect an area, or are targeted affects. So while the fireball like affect that does 6d6 damage to an area with a reflex for half appears at first glance is as powerful as fireball, in actuality there are subtle outs that opponents get that balance it: you have to hit a target (not always a foregone conclusion since the gap between touch AC and regular AC widens as you go up in level), the radius/placement is suboptimal for hitting the maximum number of targets, and there is a relatively low dice cap.
What are some other rationales for why the multiclassing rules are fair?
Now I'm not a negotiator or a diplomat or a debator, so I don't really know how to argue this position, but it seems like they aren't that bad. Does anyone have any good reasons/explanations that I can take back and say "this is why its not broken."
So far the only thing I can come up with is that while you may start out with higher level effects, most of the maneuvers require a regular hit as opposed to spells which typically require only a touch attack, affect an area, or are targeted affects. So while the fireball like affect that does 6d6 damage to an area with a reflex for half appears at first glance is as powerful as fireball, in actuality there are subtle outs that opponents get that balance it: you have to hit a target (not always a foregone conclusion since the gap between touch AC and regular AC widens as you go up in level), the radius/placement is suboptimal for hitting the maximum number of targets, and there is a relatively low dice cap.
What are some other rationales for why the multiclassing rules are fair?