DMG - Eldritch Knight

drnuncheon said:

You haven't been by the House Rule boards lately, have you? Or the innumerable threads on the EK and Mystic Theurge where people proposed alternate "fixes"? Come on. There's been plenty of attempts to fix the problem,

People can come up with a gazillion fixes in House Rules for problems big and small. When you start talking about that level of change, it becomes pretty pointless, because everyone just does whatever they want for their own campaign. I'm talking about actual published d20 products.

and most of 'em have even worse flaws and side effects than the PrC "fixes".

Yeah, yeah. They said the same thing when I suggested nerfing haste back in 2001, too.
 

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James McMurray said:


Actually, Wizards has attempted it for years now.

No they haven't. They specifically _haven't_ attempted it, because it would represent a major change to the D&D model.

Their best answer was the EK and MT.

Is this the bit where I go "worst. class. evar!"?
 

Then why did they say that they had tried it? And that the best answer they found was the PrC option? I suppose they're lying to us?

There's basiclly three possibilities for gaming groups and multi-classing spellcasters:

1) Use the default rules. Your arcane multi-classes will be weaker than th rest of the party.

2) Use AT, EK, and MT. Your multiclassers will be on par with the rest of the party.

3) Make something up. This last one is so broad that the ramifications of each design are imposible to guess.

Personally, I don't have the time or energy to do #3, nor do I think it can be done in a smoothe manner which meshes easily with D&D (and doen't leave gaping holes).
 

James McMurray said:
Then why did they say that they had tried it? And that the best answer they found was the PrC option? I suppose they're lying to us?

The best answer they found _that didn't involve a wholesale rejigging of the ruleset_ was to make up some PrCs. It's a matter of how much work you want to do, and how much change people are willing to tolerate.

There's basiclly three possibilities for gaming groups and multi-classing spellcasters:

1) Use the default rules. Your arcane multi-classes will be weaker than th rest of the party.

2) Use AT, EK, and MT. Your multiclassers will be on par with the rest of the party.

3) Make something up. This last one is so broad that the ramifications of each design are imposible to guess.

Personally, I don't have the time or energy to do #3, nor do I think it can be done in a smoothe manner which meshes easily with D&D (and doen't leave gaping holes).

See reply to DrN above.
 

drnuncheon said:


And yet, three years after the release of 3.0, nobody has managed to do this in a way that satisfies more than a small fraction of people.

"You want a cure for the common cold, then cure it. Making a separate drug for every symptom is about as cumbersome a hack as you can get."

J

They already have the foundation for it.

Create new skills for each caster type. Lets call it Arcane Power or Divine Power with specializations of Wizardry, Sorcery, Bardic, Druidic, Clerical, Ranger, or Paladin. Skill ranks in those skills are used for SR checks and either the ranks (perhaps plus skill focus) or character level are used in place of caster level.
Make it cross class for any other class, and make spells per day and spells known based on ranks in this skill.

Now a Fighter/Wizard has to use a huge number of skill points to maintain their spellcasting ability when they raise a fighter level (investment of time keeping up on the spellcasting) if they want more spells. Otherwise, they allow the skills to atrophy.

Increase the number of skill points given to each of the spellcaster types and you should have a very workable solution.
The skills are useless for any other purpose than gaining spell ability. You might actually need to split it into two skills (one used for caster level and a different one for spells gained) in order to balance it, but the basic idea works.
 

drnuncheon said:


You haven't been by the House Rule boards lately, have you? Or the innumerable threads on the EK and Mystic Theurge where people proposed alternate "fixes"? Come on. There's been plenty of attempts to fix the problem, and most of 'em have even worse flaws and side effects than the PrC "fixes".

J

Well I have been to the House Rule board here looking for these "innumerable threads" but have not been able to find them.

Maybe you could supply a link next time.
 

Spatzimaus said:
As for the other part of your post, just taking a few levels wouldn't cut it. You'd need to keep four skills up: Concentration, Channeling, Focus, Spellcraft. That's 4 skill points to mimic one spellcasting level, not counting other skills like Scry and Knowledge (Arcana). Even if your INT was an 18 and Wizards got 4+INT skill points, a Fighter 16/Wizard 4 would only have the spells/day and caster level of a 8th-level Wizard, and still couldn't cast anything above a 2nd-level spell. That's why I explicitly said spells/day, NOT known spells; I suppose I should have added the part where you can't scribe a spell above your ability, but I'm doing this from memory. You'd have a bunch of slots up to 4th level, but you'd be filling them with metamagicked versions of lower spells.
Scry is a save now, and the skill is gone. Concentration is useless if you don't cast while in melee. Spellcraft is even more useless unless you want to ID spells. And max ranks are based on total character level. So, at level 16 a fighter takes a level of wizard and takes 7 ranks in channeling, 1 in focus, and gets all the buffs he wants. A couple more levels of wizard and he can get 21 channeling, which would be nearly max ranks for a wizard of that level. This discounts feats like skill focus and cosmopolitan.

Spatzimaus said:
Sure, you could ignore Spellcraft and Concentration to raise Channeling and Focus as quickly as possible, but that'll hurt you in other ways.
You can get high level spells. Do you really need a good level check, understanding, or concentration if you are just going to be buffing? This is far more usefull to the fighter than a few more levels of fighter.

Spatzimaus said:
End result: you'd have a ton of low-level spells unless you spent more class levels on Wizard or bought a LOT of cross-class ranks. Having a lot of 1st and 2nd-level spells is nice, but it's no better than a Rogue using UMD on wands. You'd practically have to be an even-split multiclasser to approach your full potential, which is exactly the sort of situation the Eldritch Knight was made for in the first place.
Depending on your implementation of the skill. But, based on the idea of 1 skill for amount of spells and 1 for "punch" of spells, you can get a whole let of spells too fast. When a person starts on EK, they don't jump to the casting ability of a 4th level caster. That is why it is balanced.

Spatzimaus said:
Actually, part of the reason the Channeling skill as written seems flaky is that it was designed for more of a drain-based system, which doesn't translate over well into a straight slot-based 3E class. But that's an entirely different topic.
All this confusion might well be the result of a difference of system ideals. D&D you just cast the spell and it has an effect. Other systems there are chances for failed casting, backlash, and other interesting points that don't convert well to D&D.

Spatzimaus said:
Yes, it's bad to let things like BAB and saves be skill-based since every class would have them as class skills and such. It'd be too easy to keep them all maxxed. But, it's not so bad when only one class has each as a class skill, like what I mentioned above, and these are things that right now are ALWAYS maxxed.
Skills are just a weak mechanic in D&D. Nothing life-saving is based on them beyond DC 15. The system is actually going away from skills, in the case of wild empathy, innuendo, intuit direction, and scry. Skills are really icing. Even the "skilled" classes wouldn't be much without their other abilities: sneak attack for the rogue, spells/songs for bards.
 

Originally posted by LokiDR
Scry is a save now, and the skill is gone. Concentration is useless if you don't cast while in melee. Spellcraft is even more useless unless you want to ID spells.

I'll give you the Scry, but I wouldn't say Concentration is entirely useless. We're talking about a fighter-type who takes one level of a caster class here. Sure, he could decide to only take non-combat spells like Identify, but like I said earlier, this is just about as effective as a Rogue using Use Magic Device and is far less flexible.
As for Spellcraft, note that one of the things I said was "Replace the caster level checks for SR penetration with a Spellcraft check". Again, if you only want non-combat or buffing spells, you can ignore it somewhat. We're not even counting the scribing aspects of Wizards. But anyone who ever intends to use an offensive spell is going to want to keep that skill up.

And max ranks are based on total character level.

I know, that's part of why I made it skill-based in the first place. That way, if you decide to take a non-caster level, you can make up for it at a later level. This removes part of the drawback for caster multiclassing.

So, at level 16 a fighter takes a level of wizard and takes 7 ranks in channeling, 1 in focus, and gets all the buffs he wants.

So he can cast a good number of level 1 spells per day, at caster level 1. Not exactly the most broken thing I've ever heard of. In fact, that's exactly what I see people doing now: take one level of a caster class (especially a hybrid one like Ranger) and load up on wands.

You can get high level spells.
No, you'd get high-level spell SLOTS, which is an entirely different concept. What good is a 9th-level slot if all you can stick in it are 1st-level spells? Okay, sure, you can metamagic the hell out of it, but that costs you Feats and you can't stack Empowers in 3.5E.

I think that's the crux of the miscommunication. Let's take the 5 things I said "+1 spellcaster level" gave and compare to the system I suggested:
1> More known spells (Sorcerer/Bard): you still need to take levels of Sorcerer or Bard for this.
2> More spells per day: replaced with Channeling skill
3> Access to higher-level known spells: still only depends on your class level.
4> +1 caster level for range/duration/effect: replace with Focus skill
5> +1 vs SR: replace with Spellcraft skill.

The key is, I DIDN'T change #3. To get to higher-level spells, you still need to take actual class levels. If you take more than 3 non-caster levels you'll never reach the 9th-level spells, but even 1 non-caster level will delay you a bit.

So, take three characters:
Larry: Fighter 20
Moe: Fighter 10/Sorcerer 10 (who we assume has maxxed the casting-related skills at 23, which is going to take most of his skill points)
Curly: Sorcerer 20 (who we also assume maxxed the skills).

Both Moe and Curly will cast their spells at the full caster level. Both will have full effect versus SR. Both will have the full complement of spell slots, including the ninth level ones.
BUT, Moe will only know a small number of spells, and his highest ones will be 5th level. His 9th-level slots will be full of metamagicked low-level spells, while Curly will be throwing true 9th-level spells.

(Also notice that Moe will be roughly the same as Shemp, our Bard 20: both have caster level of 20, both have +15 BAB, both only know mid-level spells, but while Moe will have extra spells/day, Shemp gets better skills and can cast in light armor)

And that's the important part. For combat, a Fighter 20 is better than a Fighter 10/Sorcerer 10 is better than a Fighter 10. The Ftr/Sor has a BAB halfway between the other two, HP halfway between, and better saves than the Ftr 10. In a sense, his Sorcerer levels increased his Fighter effectiveness somewhat.
But, in 3E a Ftr 10/Wiz 10 is no better at casting than a straight Wiz 10. They have the same number of spells/day, same caster level, same chance of bypassing SR (slim to none, against the opponents a 20th-level person faces).
 

hong said:

The best answer they found _that didn't involve a wholesale rejigging of the ruleset_ was to make up some PrCs. It's a matter of how much work you want to do, and how much change people are willing to tolerate.

Exactly. This is 3.5, not 4.0. A reworking of the ruleset of that magnitude would require a new edition. Which makes (in my opinion) the PrC fix the best alternative for 3.5.
 

James McMurray said:


Exactly. This is 3.5, not 4.0. A reworking of the ruleset of that magnitude would require a new edition. Which makes (in my opinion) the PrC fix the best alternative for 3.5.

Ok, if they are going to do a PrC, they should do one, and not this bland crap. Only these rare "multiclassing fix" PrC are this boring, and not even all of them. Arcane trickster is a decent fix AND interesting. Eldritch Knight is an incomplete class, compared to the others.
 

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