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Favored class bonuses: give both hp & rank
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<blockquote data-quote="Matthias" data-source="post: 5716674" data-attributes="member: 3625"><p>I've never understood the need to push solo-classing, except with players new to the game. The benefit from getting closer to or obtaining those juicy high-level abilities are pretty good incentives by themselves.</p><p></p><p>I would think that rewarding multiclassing (or at least compensating for it) would reduce the need to multiply hybridized base classes that do basically the same thing as a combo of two preexisting classes but with a cheaper XP cost (where, for example, you might get more and better goodies wth 20 levels of a 'warrogue' hybrid class than you would with 10 levels each of Fighter and Rogue).</p><p></p><p>Here is a sketch of a compensatory solution.</p><p>1. Parse the core & base classes, labelling every class feature as a Minor, Medium, or Major Power according to their potency and level of acquisition. (Additive/cunulative abilities such as Spells should be broken down by individual levels...spell levels 1st through 3rd would be Minor, 4th to 6th Medium, etc). Generally, Minor abilities would run from 1st to 10th, Medium from 5th to 15th, and Major from 10th to 20th.</p><p></p><p>2. For multiclassing characters, allow the option of giving up two Minor abilities from the secondary class (usually the lower level one) to gain access to a Medium ability from the primary class (usually the favored class), contingent upon the character having at least as many char. levels as the class level the Medium ability becomes available, plus meeting any other normal prerequisites of the Medium feature (minimum ability score, etc.) As well, you cannot 'skip levels'; for example, you could not use these rules to pick up the paladin Holy Champion ability (20th level) while forgoing Aura of Righteousness (17th).</p><p></p><p>3. Two Medium features may be given up for one Major feature using the same principles.</p><p></p><p>4. An ability to be sacrificed must be given up at the time the character has achieved the class level for it. This means (a) one must be able to say the character never got the sacrificed ability in order to be able to use it, and (b) there is no guarantee that the benefit must appear at the same moment abilities are given up--in situations where a class gains only one class feature at a given level, the sacrifice must be made without an immediate payoff.</p><p></p><p>5. For characters with three or more classes, two abilities from two secondary classes may be given up to gain a high-level ability for the primary. </p><p></p><p>There's probably loopholes galore up above but the basic ideas are all there.</p></blockquote><p></p>
[QUOTE="Matthias, post: 5716674, member: 3625"] I've never understood the need to push solo-classing, except with players new to the game. The benefit from getting closer to or obtaining those juicy high-level abilities are pretty good incentives by themselves. I would think that rewarding multiclassing (or at least compensating for it) would reduce the need to multiply hybridized base classes that do basically the same thing as a combo of two preexisting classes but with a cheaper XP cost (where, for example, you might get more and better goodies wth 20 levels of a 'warrogue' hybrid class than you would with 10 levels each of Fighter and Rogue). Here is a sketch of a compensatory solution. 1. Parse the core & base classes, labelling every class feature as a Minor, Medium, or Major Power according to their potency and level of acquisition. (Additive/cunulative abilities such as Spells should be broken down by individual levels...spell levels 1st through 3rd would be Minor, 4th to 6th Medium, etc). Generally, Minor abilities would run from 1st to 10th, Medium from 5th to 15th, and Major from 10th to 20th. 2. For multiclassing characters, allow the option of giving up two Minor abilities from the secondary class (usually the lower level one) to gain access to a Medium ability from the primary class (usually the favored class), contingent upon the character having at least as many char. levels as the class level the Medium ability becomes available, plus meeting any other normal prerequisites of the Medium feature (minimum ability score, etc.) As well, you cannot 'skip levels'; for example, you could not use these rules to pick up the paladin Holy Champion ability (20th level) while forgoing Aura of Righteousness (17th). 3. Two Medium features may be given up for one Major feature using the same principles. 4. An ability to be sacrificed must be given up at the time the character has achieved the class level for it. This means (a) one must be able to say the character never got the sacrificed ability in order to be able to use it, and (b) there is no guarantee that the benefit must appear at the same moment abilities are given up--in situations where a class gains only one class feature at a given level, the sacrifice must be made without an immediate payoff. 5. For characters with three or more classes, two abilities from two secondary classes may be given up to gain a high-level ability for the primary. There's probably loopholes galore up above but the basic ideas are all there. [/QUOTE]
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