haiiro
First Post
I've been considering eliminating the favored class rules and multiclass experience penalties from my next campaign. Additionally, I am thinking about allowing multiclass characters to apply skill points to any of their classes when they level up, rather than forcing them to choose skills as the class they level up in. I am concerned about possible problems with making these changes, and I'd love to hear what you guys have to offer on this topic.
My current perspective on these items, in order:
Favored class rules - I like the concept of favored classes, but I wish there was a different way to implement them. If multiclass XP restrictions are removed, then favored classes have to go as well; I think I can live with that.
Eliminating favored classes, however, weakens humans and half-elves from a game balance standpoint, which is not desirable. I'm not sure if it weakens them enough to be problematic (humans in particular will remain an excellent choice), but I'd like to provide some other small benefit to compensate for this change.
Multiclass XP restrictions - As I understand it, the main reason these are in place is to prevent players from taking a level or two of several classes (particularly more front-loaded classes, like the core ranger) to maximize their benefits. While I agree with this on some levels, I think overall multiclassing often weakens a character's overall power level in exchange for an increase in their versatility.
Assuming a campaign starts at low or fairly low levels (6th or under, let's say) and is intended to progress to high levels, multiclassing seems particularly problematic for most spellcasters (who lose their higher level spells) and for classes with special ability progressions that feature high level abilities (like monks). Even for martial classes, the loss of BAB and other minor changes add up, although there are exceptions (for example: a fighter planning on wielding two weapons and wearing light armor has no reason not to take a level of the core ranger). I think that this more than balances out the benefits gained by multiclassing.
Multiclass skill points - I've never really understood why this rule exists, but I'm not sure what the potential repercussions of changing it might be. As I see it, a fighter/rogue who levels up as a fighter can just as easily be training rogue skills while honing the martial abilities he learns as a fighter -- that's the whole point of multiclassing, IMO.
On the other hand, perhaps this rule is also in place to prevent players from taking a level of rogue (for example) just to have access to the rogue's sterling and varied skill selection and trapfinding abilities. This sounds like it could be problematic.
There is a good thread in this forum that touches on some of these topics (jerichothebard's "Favored Classes - Use them?" -- http://enworld.cyberstreet.com/showthread.php?s=&threadid=44516), but the poster's original question is more specific to his campaign and I don't want to hijack the thread. I haven't seen any other recent discussion of these topics, but I apologize if I have missed something.
Thanks in advance.
My current perspective on these items, in order:
Favored class rules - I like the concept of favored classes, but I wish there was a different way to implement them. If multiclass XP restrictions are removed, then favored classes have to go as well; I think I can live with that.
Eliminating favored classes, however, weakens humans and half-elves from a game balance standpoint, which is not desirable. I'm not sure if it weakens them enough to be problematic (humans in particular will remain an excellent choice), but I'd like to provide some other small benefit to compensate for this change.
Multiclass XP restrictions - As I understand it, the main reason these are in place is to prevent players from taking a level or two of several classes (particularly more front-loaded classes, like the core ranger) to maximize their benefits. While I agree with this on some levels, I think overall multiclassing often weakens a character's overall power level in exchange for an increase in their versatility.
Assuming a campaign starts at low or fairly low levels (6th or under, let's say) and is intended to progress to high levels, multiclassing seems particularly problematic for most spellcasters (who lose their higher level spells) and for classes with special ability progressions that feature high level abilities (like monks). Even for martial classes, the loss of BAB and other minor changes add up, although there are exceptions (for example: a fighter planning on wielding two weapons and wearing light armor has no reason not to take a level of the core ranger). I think that this more than balances out the benefits gained by multiclassing.
Multiclass skill points - I've never really understood why this rule exists, but I'm not sure what the potential repercussions of changing it might be. As I see it, a fighter/rogue who levels up as a fighter can just as easily be training rogue skills while honing the martial abilities he learns as a fighter -- that's the whole point of multiclassing, IMO.
On the other hand, perhaps this rule is also in place to prevent players from taking a level of rogue (for example) just to have access to the rogue's sterling and varied skill selection and trapfinding abilities. This sounds like it could be problematic.
There is a good thread in this forum that touches on some of these topics (jerichothebard's "Favored Classes - Use them?" -- http://enworld.cyberstreet.com/showthread.php?s=&threadid=44516), but the poster's original question is more specific to his campaign and I don't want to hijack the thread. I haven't seen any other recent discussion of these topics, but I apologize if I have missed something.
Thanks in advance.
