Ulorian - Agent of Chaos
Legend
Slightly off-topic, but: use fractional saves... problem solved.Sadrik said:Multiclassing benefits are out of control. I also dont need any convincing on this either.
Slightly off-topic, but: use fractional saves... problem solved.Sadrik said:Multiclassing benefits are out of control. I also dont need any convincing on this either.
This solves nothing. If anything it makes it worse!Ulorian said:Slightly off-topic, but: use fractional saves... problem solved.
Sadrik said:This solves nothing. If anything it makes it worse!
As Spatzimaus said, it actually is an iron-clad solution to the problem of multiclassing and save bonuses getting too high.Sadrik said:This solves nothing. If anything it makes it worse!
Actually, it is not fractional saves that fix the multi-class problem it is removing the +2 for a good save. Fractional saves is just a neat way to more accurately account for the bonuses. Which I approve of. But lets not kid ourselves removing the +2 when multi-classing is the fix here that you are sighting not the fractional saves.Ulorian said:As Spatzimaus said, it actually is an iron-clad solution to the problem of multiclassing and save bonuses getting too high.
Save = (<number of levels in all classes which get a good save> / 2) + (<number of levels in all classes which get a poor save> / 3)
Round down. Add +2 if you have at least one level in a class which has a good save of that type.
Fractional saves are fine and even pretty cool. Why I said that is not a fix was because I didnt know you were subtracting out the +2 for a good save. Now that I know that, subtracting out the +2 is a fix to the multi-classing problem of save stacking. And fractional saves just make sense if you are going to knock out the +2 when you multi-class. Otherwise, characters with a lot of low level classes would not add up to a whole bunch. Lets look at your example of the: Rogue 3/Ranger 6/Fighter 4/Barbarian 1 without the fractional and knocking out the +2:Ulorian said:I'm curious to know why you think fractional saves don't work. Sorry for knocking this excellent thread off-track.
What do you like about itUlorian said:Sadrik, I like it.
Sadrik said:Actually, it is not fractional saves that fix the multi-class problem it is removing the +2 for a good save.
I agree with the class level 1, the low levels of classes are very good. Almost too good. BAB stacks, saves stack (and they offer the best benefit at level 1), generally the best class features are at level 1. Then their are things that annoyingly dont stack! like caster levels.Spatzimaus said:IME, there are two other big problems with multiclassing:
> Too much stuff at character level 1. x4 skills, max HP... these encourage people to take their first level in a high-skill (Rogue) or high-HP (Barbarian) class, and then never take another level of that class. (Well, okay, they might take a second level; Evasion or Uncanny Dodge are very nice.)
> Too much stuff at class level 1 in most classes. Full weapon and armor proficiencies, and even the non-scaling classes like Fighter pack an extra bonus into the first level.
Then why have I seen fractional save systems that include the initial +2 from each and every class that has it?Ulorian said:Sadrik, adding the +2 only once IS part of fractional saves. Fractional saves isn't some arbitrary formula that punches out some good-looking numbers; that's what the PHB multiclassing is. Fractional saves is the real, mathematical representation of adding saves/BABs from two different classes. The PHB method is a simplification provided by the designers because it involves zero math.
I understand what you are saying I however dont think that it is part of the UA rules that I thought you were sighting.Ulorian said:If single-classed characters can only add +2 once, why would multiclassed characters be able to add the +2 more than once?
Agreed poisons and diseases would be dangerous at level 1 and at level 20. Which totally makes sense a first level guy should be as succeptable to a disease as easily as a 20th level guy. Do 20th level guys need to be able to quaff poisons and just laugh about it? Yeah they do but to a certain extent. A 20th level guys is going likely have a big bonus to his con (amulet of +6 con) and will likely have a vest or cloak +5. So therefore a lot more resistant by that simple gage.Ulorian said:But enough about that... what I like most about what you're proposing is that it solves problems like high-level characters being able to swallow poisons like they were candy. It moves the scale towards realism and away from cartoony, which may not be everyone's cup of tea, but is certainly mine.
Yes I have given a lot of thought to this.Ulorian said:You mentioned in your last post that you're annoyed by caster levels not stacking... also a pet peeve of mine. Have you considered a BAB-like approach to caster level? Fighters and the like get 1/2 caster level per level; Bards, Rangers, etc. get 3/4; and Wizards, Clerics, etc. get full caster level?