Curbing Multi-classing

Spatzimaus said:
I hear this one come up a lot, and I'd never consider using it. It's just the exact same rant against multiclassing that started this thread, with only a cosmetic change.

The “rant” is not about multiclassing; it is the abuse thereof. The rules do not limit it (besides favored classes; but that is not a limit just a punitive repercussion). Thus; since the rules do not limit it and many folks feel that players get out of hand with it; a logic is applied to curb it to a extent. Note that I made little or no mention of core classes.

Spatzimaus said:
If every PrC corresponded to a restrictive organization, then maybe I'd consider this sort of limit, but most don't. There are many 3- or 5-level PrCs that are intended to flesh out some aspect of a class at the cost of others. Druid classes that improve the wildshaping at the cost of spellcasting, or Barbarian PrCs that improve the Rage, or countless Wizard PrCs that force you to sacrifice the bonus feats.

You made my point; IMO I do not believe that a, Druid for example, should be able to exlempifly a major ability then turn around and do it again. If he is a Druid that chooses to focus on wild shaping versus other disciplines of his class then so be it; but he cannot focus more than that in my game.

In addition you noted “organizations” and PrC’s; if you read the books in full you will see that most actually are associated with an organization or special factor that demands adherence of some sort. The only ones I can think of off the top of my head that is not are the ones out of the DMG.

Spatzimaus said:
In these cases, it makes perfect sense that you'd mix and match, in the same way you can mix most core classes. Forcing someone to take all 10 levels of a PrC is just the same as forcing them to take 20 levels of a core class; sure, it solves some balance headaches, but it makes things far more boring.

To note; if my players really got that ticked about it they would tell me. As it stands now they all actually agree wholeheartedly; they are not munchkins.

Spatzimaus said:
For instance, IMC my Psion took part of a 5-level PrC that improved his ability to make items with his magic (not just enchantment, I mean getting better effects out of spells like Fabricate) at the cost of raw spellcasting power. Very specialized, and not something you'd even want to force someone to take all five levels of, since it's a net decrease in power. Then, there's always the question of what do you do if you actually COMPLETE a PrC? If I entered a PrC at level 7-8, and took 10 levels of it, what do you do for those last couple levels? Go back to a core class? A second PrC would make more sense in many cases, as long as it didn't drastically change the "theme" of the character.

The last two levels; why does a PrC make more sense there? That is opinion and speculation not a statement of “absolute”.

Spatzimaus said:
Now, the real complaint seems to be people who stack up one or two levels of front-loaded PrCs in the same way you can with core classes; since PrCs can't cause a multiclass XP penalty, it's not like there's much of a downside. But as I've said in other threads, the real problems with PrCs boil down to two things:
1> Many PrCs are front-loaded. Keep things this way, and you'll end up with the same sort of situation you see with the non-caster core classes. (The better PrCs give mostly level-scaling abilities, with the first "big" ability coming at level 5 or so.)
2> Most just don't have any downside as you go along, instead opting for a hefty entrance requirement. The fallacy here is that with tons of splatbooks available, you can ALWAYS find a PrC whose requirements include things you've already taken. At that point, you're looking at a pure gain. (For example, it's not too hard to be a Shadowdancer, Assassin, Horizon Walker, etc., since their requirements are things many people take anyway.)

Your sort of making the point of the thread here now…and contradicting yourself.

Spatzimaus said:
IMO, the simplest solution is that PrCs should never just be accepted as-is; the DM should evaluate each before the player can take it. Does it give the character too much power? Does it conflict with the politics/mythology/geography established for his world? Would it force the campaign to follow a certain path, something the other players might not want? And most importantly, does it fit the established theme of the character (or is he just taking it for a cool class ability)? So, when a player IMC wants a PrC, he shows it to the DM at least a couple levels in advance, and between them, they tweak it into something both are happy with. It's worked beautifully, and many characters end up mixing two or three PrCs into a distinct character concept.

This is a viable option however now what you end up with is possible conflicts with the players; and perhaps even issues later if the campaign changes for some reason. You are using a subjective analysis on something that IMO would be better served with a logical house rule that equally covers everything (as in the quote you cite from me above)
 

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Li Shenron said:
I like this idea because IMXP up to 2 classes is still a concept choice, but the 3rd class is always a power choice (or an extremely lack of player's creativity if he cannot fit his concept within 2 classes already).

Not always... now, lack of creativity perhaps, but you can cite lack of creativity for ANY multiclassing if you want.

I have a Dragon Disciple concept that is a Barbarian/Sorc/Fighter.

That third class (sorc) isn't there for "power" at all, it's there because it's needed. I'd have gladly left it out if there were any way to get into the PrC with only Barb/Fighter.

And there could be other instances of this.

I built a "Renshai" concept once (from the book series "Last of the Renshai"). I actually came pretty close to duplicating the feel of the character in a few different builds, but ALL of those had at least three martial (core) classes (and then moved into the Duelist PrC). It wasn't a 'power' choice, it was a flavor choice. I can "prove" that I wanted that flavor by pointing out that I also once built a 2E (back before 3E came out) single class version of the Renshai. I was relatively pleased when I discovered I could approximate the class through multiclassing in 3.x

Spatzimaus said:
Yes, you misunderstood me. I'm trying to point out that it's very popular to load up a single level of a high-skill class (Rogue or Ranger) at level 1, simply because of the x4 skill payoff, then switch to a less-skilled class with a more steady progression of benefits.

True, for some builds. However don't forget that when the Barb character takes his first level as rogue for the skills, he's missing out on a LOT of hit points. Something similiar can be said of the fighter character.

Spatzimaus said:
If I've got a Wizard 15 who then takes a level of Rogue, he should be exactly as powerful as your character who took a level of Rogue at level 1 before taking 15 Wizard levels. But, under the current system, you're far better off one way than the other.

Ahhh... and there's a particular rub for me, actually. Because really in all justification that character would have been better off in every way* if he'd KNOWN he was going to take a level of rogue, and took that first. I handle this by the simple expediancy of, when a situation like this comes up (DM's discression), allowing the PC to "rebuild" the character from the ground up... or to say if he wants to, he can assume at this point that his first level was rogue and rebuild the character with more skill points and hit points. Of course, actually, there could be a different problem, he'd get feats and skill points in a different order... so he might not want to choose to do this after all. But in generall I think it's better than the option of killing off the character and building another that looks almost just like him but is better in this one way, a way that is only there because the player wasn't omniscient when he started the PC>


*He'd be out some money, no free spellbook and no free familiar, but other than that....

airwalkrr said:
I'm beginning to like the idea of a multi-class XP penalty more and more. I've been thinking about it and it has two advantages. 1) Believability. It makes sense that it would be harder to split your time keeping practiced in two different disciplines unless your race has that kind of acuity for that class or multi-classing in general.

"Believability" -- that's just justification. You would like it to be that way so you believe it. I personally believe that it's actually EASIER to learn a little bit of everything than to concentrate on one thing. It's really a lot more common in life. People jump from one major to another, from one hobby or discipline or job to another. A character with two levels in ten different classes seems a LOT more believable than a character who's stuck with one class for 20 levels!

airwalkrr said:
2) Simplicity. Though it changes the nature of multi-classing immensely, mechanically, it is a very minor adjustment.


Here are my thoughts on how to use it. Each base class beyond the first imposes a 20% XP penalty. Favored Classes don't count. Each prestige class beyond the first also imposes a 20% XP penalty. This would keep multi-class characters a bit lower in level than everyone else (a discouragement not to go overboard) and help restore the archtypal feel that I believe the current incarnation of D&D is sorrowfully lacking.

Sure it's a minor adjustment, but it would be less mean/devious to simply come right out and tell your players that you hate their ideas, their desires for character flavor are less important than your dislike, and you will punish them every single second of every game that they play in which they attempt to thwart you in this.

Fighter1 said:
The last two levels; why does a PrC make more sense there? That is opinion and speculation not a statement of “absolute”.

It doesn't always make more sense, but it often does. Sometimes with a particular build you'd end up with a situation wherein those last two levels HAVE to be a PrC, or else you're going to either 1) Have two levels with no net effect 2) or take an XP penalty, because now you're leveling a maritial class, and martial classes invoke the XP penalty.
 

Stalker0 said:
Now, there is one thing I definately agree with you on, a lot of classes don't have enough incentive to stick with them at higher levels. I mean, rage 1/day is great. Rage 2/day is nice. Rage 3/day, alright. Rage 4/day who cares? 3.5 uses linear progressions for abilities when those levels represent exponential temptations in the form of other classes and Prcs.

OK, now here's something else I just have to comment on. Rage 1/day is pretty good... and the feat Extra Rage gives you two more RIGHT THEN! No reason to level barbarian up to three a day, take some fighter training for fighter feats you want, and spend your third level general feat on Xtra Rage. It puts you right at 3/day, and 4/day really is 'who cares'. Or at least you shouldn't need it that often
 

ARandomGod said:
It doesn't always make more sense, but it often does. Sometimes with a particular build you'd end up with a situation wherein those last two levels HAVE to be a PrC, or else you're going to either 1) Have two levels with no net effect 2) or take an XP penalty, because now you're leveling a maritial class, and martial classes invoke the XP penalty.

I see the point; and how it would apply to many folks: but IMO tough luck; you dug your grave now lie in it. I simply refuse to make it easy for someone to muchkinize in my game. If they plan correctly this would not be an issue.
 

Fighter1 said:
I see the point; and how it would apply to many folks: but IMO tough luck; you dug your grave now lie in it. I simply refuse to make it easy for someone to muchkinize in my game. If they plan correctly this would not be an issue.


Hah!

You mean, if they plan correctly they will have prepared themselves with the qualifications to enter a different PrC, but since you resent and distrust imagination and "multiclassing" you'll punish them for having a different viewpoint than yours and you'll and call them "munchkins" for attempting to do something perfectly reasonable. "Suck it up and take your punishment like a man, you munckin worm you."
 

I think the core of the problem isn't the multi-classing system, it's the multi-classing system and how classes are perceived.

The problem with the multi-class system isn't that you can do it too easily, it's that you are penalized for it. A class isn't your character. You can be a Paladin without any levels in the Paladin class. Your class is the collection of mechanics that define how your character concept functions.

In the game world, a "paladin" might be a Fighter/Cleric, a Fighter, a Rogue, a Monk, or even a Sorcerer/Wizard. Multi-classing is a beautiful thing. There are enough cookie-cutter characters without penalizing creative players.

Edit: Bad grammar! Bad! Go sit on the naughty stool.
 
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ARandomGod said:
Hah!

You mean, if they plan correctly they will have prepared themselves with the qualifications to enter a different PrC, but since you resent and distrust imagination and "multiclassing" you'll punish them for having a different viewpoint than yours and you'll and call them "munchkins" for attempting to do something perfectly reasonable. "Suck it up and take your punishment like a man, you munckin worm you."

If you want to put it that way - yes
 

Cabral said:
I think the core of the problem isn't the multi-classing system, it's the multi-classing system and how classes are perceived.

The problem with the multi-class system isn't that you can do it too easily, it's that you are penalized for it. A class isn't your character. You can be a Paladin without any levels in the Paladin class. Your class are the mechanics that define how your character concept functions.

In the game world, a "paladin" might be a Fighter/Cleric, a Fighter, a Rogue, a Monk, or even a Sorcerer/Wizard. Multi-classing is a beautiful thing. There are enough cookie-cutter characters without penalizing creative players.

Interesting way to look at it...I see your point...perhaps I have been to harsh? But then again; for ego's sake after "arandomgod" made his post even if I agree with you I WILL NOT concede my point!

:-)
 

Fighter1 said:
The “rant” is not about multiclassing; it is the abuse thereof. The rules do not limit it (besides favored classes; but that is not a limit just a punitive repercussion). Thus; since the rules do not limit it and many folks feel that players get out of hand with it; a logic is applied to curb it to a extent. Note that I made little or no mention of core classes.

Okay, let's keep something straight. The rules clearly allow for both multiclassing and multiple PrCs, except for some classes that have separate restrictions (Monk and Paladin being the obvious core ones). Some people want to change this. That's fine, but there are two reasons given:
1> "Power". So far, I haven't seen any examples of balance-breaking combos given that wouldn't be ruled out by a little DM oversight or the simple BAB/save fixes suggested earlier. Yes, multiclassing can get you some massive saves, and front-loaded class abilities make it even better. In my last campaign, I had an evil NPC who exemplified this (Halfling Weretiger, with levels in Barbarian, Ranger, Rogue, Psychic Warrior, Bard, Assassin, Dragon Disciple, and ShadowDancer, with no more than 2 levels in any class). I called him "Tattoo", and yes, he was pretty impressive before the BAB/Save fix, but once that was done, he was only mediocre. Getting all those front-loaded abilities was nice, but it meant that he couldn't ever reach the high-end class abilties, even before the issue of Epic classes came up.
2> "Theme". If you're arguing it purely from a thematic point of view, then you'll just need to accept that there are plenty of people who disagree with you, and that since the rules as written allow multiclassing and multiple PrCs, you'll have an uphill battle. This discussion has come up plenty of times before, and as others have said, part of it is the perception that the only way to be a "Paladin" is to take the Paladin class. In a more free-form system (like d20Modern) this wouldn't be such an issue, but in an effort to give the core classes a little bit of flavor and tie them to the sacred cows of older editions, they've unfortunately reinforced this perception for many people.

I do not believe that a, Druid for example, should be able to exlempifly a major ability then turn around and do it again. If he is a Druid that chooses to focus on wild shaping versus other disciplines of his class then so be it; but he cannot focus more than that in my game.

And I see nothing wrong with a player who wants to sacrifice more to specialize in a couple different areas, or who wants to split his "specialization" evenly between two different aspects, assuming the rules allow for this (which they do). As long as the total power of the character doesn't increase dramatically, then it only improves the game as a whole to have the added flexibility. If I can take class A to increase my wildshaping at the cost of spellcasting, or I can take class B to increase my nature abilities at the cost of spellcasting, why is it okay to take 10 levels of A or 10 of B but not 5/5? If I want to be just a little bit better at wildshaping, are my only options to go all the way with 10 levels or go without, with nothing in between? It's like saying that I can be a Barbarian 10 or a Fighter 10 but never a 5/5, because that's not following a single theme.

The only ones I can think of off the top of my head that is not are the ones out of the DMG.

And why are those ones in the DMG? Because they're some of the simplest, most straightforward, least campaign-specific PrCs available. Again, though, it's a circular argument. You could just as easily take some of the Harper PrCs, strip out the organization-related part of the text, and it'd be just as viable. In fact, if you played the NWN expansions, that's exactly what they did! The world didn't end just because the Harper Scout PrC was available without the roleplay aspects of the Harpers.

Now, this isn't to say that PrCs should always exist without an organization. Most DO center around a certain concept of training or advancement. But, you're ignoring the fact that many (if not most) organizations have multiple PrCs. If the organizational side was the only reason why you don't allow mixing of PrCs, why can't I mix two Harper PrCs? And if I'm running my own campaign world (i.e., not using the one established in each splatbook), why can't my organization be one that has classes very similar to each PrC, even if in their original books they came from different groups? For instance, IMC one of the key organizations is a guild (made mostly of Psions and Clerics) who have effectively siezed control of the economy; as one side effect of this, most mercenary contracts are handled through their guild. So, there's plenty of room there for a wide variety of different PrCs, and no thematic reason why they can't be mixed.

To note; if my players really got that ticked about it they would tell me. As it stands now they all actually agree wholeheartedly; they are not munchkins.

Way to go, start calling names. Even ignoring the fact that I'm a card-carrying member of the Church of Munchkin (which I am) or that one of my favorite card games is Munchkin (which it is), writing off any opinions that disagree with your rule change as munchkinism is just depressingly immature. And just because your specific group of players don't complain doesn't mean there's nothing wrong with your suggested rule change; I knew a guy back in AD&D games who ran a campaign where everyone was ~100th level, all hit dice were d30s, and you rolled a d30 for each magic item to determine its plus. His players were happy, but that doesn't mean it worked well in the long run.

The last two levels; why does a PrC make more sense there? That is opinion and speculation not a statement of “absolute”.

Here, I'll spell it out. I'll make a Paladin; let's call him "Malachite". He goes 7 levels as a straight Paladin, then enters the Hunter of the Dead PrC after an encounter with a Wight. Well, ten levels later, he's now 17. The game gives him three options:
1> Take three more levels of core Paladin. This actually puts him slightly behind the rest of the party in terms of power, simply because while they're gaining the benefits of class levels 18-20 (or their PrC equivalents), he's effectively back at 8-10. In some classes, like Fighter, that's irrelevant, but for ones whose power scales up (like anyone with a bit of spellcasting who took a non-casting PrC, or one with predefined spell advancement), it's a substantial difference.
2> Add a second Prestige class (or a racial paragon class). In Malachite's case, he was touched by the avatar of his god around level 16, and so qualified for a second prestige class, one he wasn't eligible for back at level 7.
3> Add a second core class, assuming you haven't ruled this one out as well. Powerwise this might not be so bad (since many core classes are front-loaded), but unless he's a human or the second class is Favored, he's now forced into a 20% XP penalty. And thematically, it's even more objectionable; unlike option #2, he's now gaining levels outside the Paladin theme entirely, instead of just effectively mixing specializations.

So, by ruling out #2, you've made things substantially worse for many players. They lose power, or they lose XP, or they lose their theme. More importantly, they're forced to decide the theme of their character early on, with no possibility for change, and no way to avoid the pigeonholed archetypes defined by a single core class and a single PrC.

Your sort of making the point of the thread here now…and contradicting yourself.

No I didn't, and if you'd linked this to the next paragraph, you'd see why not. There ARE balance issues with some PrCs, simply because of the lack of quality control. Some are too easy to get into, some give too much power. And yet, allowing multiple PrCs doesn't break things any more than the original PrCs did; the power issue was a function of the PrC as a whole, NOT the ability to mix and match. PrCs, in general, are LESS abuseable than core classes, because they're less front-loaded and tend to have entrance requirements, but the possibility is still there, especially with some of the badly-written PrCs you see in the splatbooks. If a DM allows any PrC as written, then he faces these balance issues regardless of how many PrCs a player can mix, so part of your job as DM is to vette classes for balance purposes. Which, again, means that as long as you're willing to put in even a little effort checking for balance, the only complaint about multiple PrCs is thematic.

This is a viable option however now what you end up with is possible conflicts with the players

There is no conflict with the players, because Rule 0 always decides ties. If the player wants a PrC, and the DM thinks it's too powerful, it's the player's responsibility to suggest changes that'd make it more palatable. As long as the player isn't trying to abuse the system for a substantial gain in power, they'll be willing to compromise, and if they ARE trying to abuse it, I don't have much sympathy. Also, this sets a precedent; if a couple levels down the road it begins to appear that the PrC really WAS unbalanced, the player will be more open to the necessary re-negotiation. Besides, this works both ways; if you want something similar to an existing PrC, but that adds in a couple extra abilities, the DM will be just as willing to help balance the new class. One character IMC wanted to play something similar to the Dwarven Defender, but for his Halfling, so we worked out a version of it that favored dexterity over constitution a bit.

And just because your rule is "logical" doesn't make it either good or balanced. Take, as an example, the old rules for costs of custom items in the 3E DMG. It's been said many, many times that those rules were simply guidelines, that it was ultimately the DM's job to decide how much an item would cost based on its overall utility; that even though the book said you could get an item of unlimited cure light wounds, that it should never cost only 1800-2000gp. Even after 3.5E reworked the price structure, this issue still remains. So, again, it's ultimately the DM's decision as to whether something is balanced or not, and no amount of "logic" will ever remove the need for this.
 

This discussion is by now turning into a very funny direction. It can be easily described with fruit salad instead of multiclasses. :lol:

The original poster stated that he dislikes the ease of how his new kitchen tools prepare fruit salad, and that he'd prefer to have each fruit separately, because he prefers their taste that way, so he is going to try and devise a method to prepare his fruits with his new tools, but keep them separate.

By now, posters are wondering why he wants that, as it's so easy to make fruit salad with these new tools, and fruit salad is what everybody wants now anyway, and why would you want to "force" your guests to eat fruits your way if they'd prefer fruit salad for the multi-flavoured way it can taste, and the creative ways it can be served.

It's funny how people can talk past each other. :lol:
 

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