Book of 9 swords multi classing

Now I realize that the Bo9S has lovers and haters, but I want to limit this to just one part of the book. When you multi with a Bo9S class your class level for all purposes is equal to half your other class levels + your total of that class level.

to expand this to other 3e multi class lets take a look at the spell casters...


Imagin 3characters. uswing 12th level
a level 6 wizard level 6 cleric
a level 12 wizard
a level 12 cleric.

the 6/6 woul be able to cast spells as if he were a 9/9. So caster level 9 and 4th level spells, but only the number of spells of a 6 in eaither

the 12th level wizard has alot more spells, and up to 6th level spells
same with the cleric.

It would requare you not have X spells per level but just Y spells..


[sblock= crazy theory/idead]imagin if all classes look like this:

you have a number of spells per day equal to your Int mod (sub stats)+ your caster level. [/sblock]
 

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If you think about it it makes sense: wizard and cleric power increases by level²
So a level 12 wizard or cleric power is 144
a level 6/6 cleric wizard would have a power of 9²+9² which is close enough.
st level 20 you have 400 vs 225+225 which is still close enough.

So in a 3rd edition enviroment that could actually work...

edit: msxbe there needs to be a limit that you can´t have more casterlevels from "half level" than from your original class, so a level 19/1 cleric does not cast as a wizard of 19th level and a cleric of 10th...
 

I proposed that back for Pathfinder's original playtest, but I don't want anything like that in new rules. I'd much prefer that you don't get a gigantic chart of spells per day, with 10 different spell levels each with 4 or 6 spell slots by 20th level.

My preference is that you get, like, 1 spell slot per class level. So a 20th level wizard would prepare 20 spells. Some spells might be castable 1/day, others might recharge after a short rest, and others might be at-will.
 

I'm kind of hoping that caster classes get about spell slots of around lvl X 2 in spell level points.

So a 5th level caster has 10 levels of spells he can memorize, be it 3 fireballs and a magic missile, or 5 acid arrows. (You could also mandate a 'pyramid' style set up where you need at least one more spell of each lower level than the level above so a 5th level caster would go 3 1st, 2 2nd, 1 3rd, but I'm not convinced that serves a purpose.)

For multiclassing purposes, you can do exactly that, but use class level to cap what level of spells are available. So if you're a Magic user 7 cleric 3 you have 20 spell levels to spend on spells, but you can only go up to 4th level arcane spells or 2nd level Divine ones.

I would also be on board with Ranger Wicketts idea, although I think spell slots should be purely vancian, at-will or rechargeable powers should use another mechanic.

It might be cool to flip the 3e reserve spell mechanics however. Maybe you only get one fireball a day, but once you have cast it the 'pattern' of the spell lingers in your mojo field and now you can throw single target 1d6 fireballs at will.
 
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I'd like them to get rid of the idea of caster level being different from character level. Level should mean one thing in 5e. If someone's multi-classing Fighter/Wizard, they're already missing out on Wizard stuff just by virtue of not having gotten all the Wizard class levels. You don't need to further penalize them by making all of their attacks do 1/2 damage, etc.
 

I proposed that back for Pathfinder's original playtest, but I don't want anything like that in new rules. I'd much prefer that you don't get a gigantic chart of spells per day, with 10 different spell levels each with 4 or 6 spell slots by 20th level.

My preference is that you get, like, 1 spell slot per class level. So a 20th level wizard would prepare 20 spells. Some spells might be castable 1/day, others might recharge after a short rest, and others might be at-will.

I've proposed similar ideas. I think its the way to go. A very limited number of slots, each with a "maximum" preparable spell level which rises with level.

Whatever they do, I hope its simple and fast for players and DMs. I came to dread working up NPC spellcasters while DMing 3e.
 


Why not just let them cast spells of their level? A level 6 wizard/6 cleric casts spells as a level 12 character. However, limit the spell progression to the level of their classes. So a level 6 wizard / 6 cleric only has access to the number of spells a level 6 wizard and 6 cleric has. The only way they have access to the higher level spells is through bonus spells from their ability scores.
 

My current train of thought on multiclassing is that each class gets four 'things' at first level and one additional 'thing' each level gained. When multiclassing (based on their stated desire to use 3E-style MC) you only ever gain the four 'things' at character creation, whatever class you choose at each subsequent level gains you one 'thing' from that class.

These 'things' should be options available to members of that class. These options should have character level prerequisites. Some examples:

Thing Character Level Prerequisite
Combat Challenge 1st
Level 1 Spellslot 1st
Level 2 Spellslot 3rd
etc.

A charcater that started as a Fighter, then took another level of Fighter, then a level of Wizard would have 5 Fighter 'things' and could have a Level 2 spellslot. He would cast his one second-level spell per day as a 3rd-level caster. Making character level a prerequisite to choose a 'thing' also allows a player to choose a lower-level option if it fits his concept.

The options available as 'things' could allow Wizards to forgo spell slots for other options they are interested in for their character.
 

Doesn't go far enough. If you are casting 5th level spells at 12th level, you are not level appropriate to the opposition. It does not matter whether you have more 5th level spells, you are not as good as Willy the twelfth-level wizard. Willy has planar binding, you have lesser planar binding, and that makes a huge difference. Or consider a wizard3/cleric 2 vs a wizard 5. The latter can fly, and now you are expected to deal with flying enemies.

Consider also that most magic countermeasures come online at the same level as magic attacks (protection from x and sleep, for example) and you can't afford to get behind.

If you become a fighter, you should be doing fighter things appropriate to your level.
 

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