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Dual-classing house rules?
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<blockquote data-quote="Fanaelialae" data-source="post: 9267020" data-attributes="member: 53980"><p>Yeah, they're close in concept to gestalt. No on the more powerful (unless you're running a one shot at level one).</p><p></p><p>The increased XP requirements mean that they get a broader array of abilities, but at a significantly slower progression. The ECL column shows what level a standard character is when a hybrid reaches X level, although it's just a snapshot. In my testing the hybrids underperformed compared to standard characters, such that the design I posted is somewhat more generous than the original playtested design.</p><p></p><p>For example, let's compare a standard wizard vs a fighter/wizard hybrid. At 6,500 XP the standard wizard is casting fireball, whereas the hybrid is limited to flaming sphere. The standard wizard will hit 6th level before the hybrid gets access to fireball and extra attack.</p><p></p><p>IMO, while someone could probably power game it, it's harder than with standard multiclassing. Playing a hybrid requires a commitment to all of the classes you are playing. Whereas with multiclassing, it's trivial to dip a level or three and pick up something synergistic that really amps your power. The reward for the hybrid is that you get more of each class than if you were multiclassing.</p><p></p><p>Take, for example, a gish concept that is equal parts fighter and wizard. Using multiclassing, you end up with F10/W10, which is just terrible. You're not good at fighting, nor are you good at magic. (If you're smart and willing to compromise the concept slightly, you do X9/Y11, but even that won't be amazing.) Whereas the hybrid gish ends up with most of the features of F14/W14, and is serviceable in both capacities, albeit not to the same extent as a 20th level fighter or a 20th level wizard in their party (with respect to their particular roles).</p><p></p><p>Edit:</p><p>I'd like to clarify that concepts like the gish above are why I added this option for my games. I feel like multiclassing supports concepts that leverage dipping a few levels, but falls short when a player wants a concept that's equal parts X and Y class (which are usually quite weak, with rare exceptions like paladin/sorcerer X9/Y11).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 9267020, member: 53980"] Yeah, they're close in concept to gestalt. No on the more powerful (unless you're running a one shot at level one). The increased XP requirements mean that they get a broader array of abilities, but at a significantly slower progression. The ECL column shows what level a standard character is when a hybrid reaches X level, although it's just a snapshot. In my testing the hybrids underperformed compared to standard characters, such that the design I posted is somewhat more generous than the original playtested design. For example, let's compare a standard wizard vs a fighter/wizard hybrid. At 6,500 XP the standard wizard is casting fireball, whereas the hybrid is limited to flaming sphere. The standard wizard will hit 6th level before the hybrid gets access to fireball and extra attack. IMO, while someone could probably power game it, it's harder than with standard multiclassing. Playing a hybrid requires a commitment to all of the classes you are playing. Whereas with multiclassing, it's trivial to dip a level or three and pick up something synergistic that really amps your power. The reward for the hybrid is that you get more of each class than if you were multiclassing. Take, for example, a gish concept that is equal parts fighter and wizard. Using multiclassing, you end up with F10/W10, which is just terrible. You're not good at fighting, nor are you good at magic. (If you're smart and willing to compromise the concept slightly, you do X9/Y11, but even that won't be amazing.) Whereas the hybrid gish ends up with most of the features of F14/W14, and is serviceable in both capacities, albeit not to the same extent as a 20th level fighter or a 20th level wizard in their party (with respect to their particular roles). Edit: I'd like to clarify that concepts like the gish above are why I added this option for my games. I feel like multiclassing supports concepts that leverage dipping a few levels, but falls short when a player wants a concept that's equal parts X and Y class (which are usually quite weak, with rare exceptions like paladin/sorcerer X9/Y11). [/QUOTE]
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