Kerrick
First Post
As I was writing up some rules for multiclass characters using the fractional BAB/save system, I realized something I hadn't seen before. I'll lay it out below:
Fractional BAB: Adding a level in a class with a good BAB (barbarian, fighter, ranger, paladin) adds +1; a level in a class with a medium BAB (bard, cleric, druid, monk, rogue) adds +0.75; a level in a class with a poor BAB (sorcerer, wizard) adds +0.5.
Fractions are rounded down when calculating BAB, though you still keep track of them. For example, a Rog 1/Ftr 1 has a BAB of +1.75 (rounded down to +1). If he gained a second level in rogue, it would become +2.5, or +2.
Nothing really major here, though I'm considering rounding up if the fraction is above .5 - so the Rog 1/Ftr 1 would be BAB +2. Not really game breaking, IMO, since it corrects itself after the first level - a Rog 10/Ftr 10 would be 17.5 (+18) vs. a normal Rog 10/Ftr 10 - BAB +17.
The weirdness (and the reason I'm posting this) comes from the saves.
Fractional saves: Adding a level in a second class adds +0.5 to the class' good save(s) and +0.33 to the class' poor save(s). For example, a Rog 1/Ftr 1 would have Fort +0.5 (+0), Ref +2.33 (+2), Will +0.5 (+0). Adding a second level of rogue would give him Fort +0.8 (+0), Ref +2.8 (+2), Will +0.8.
Now, I was thinking that this system is slightly flawed in that it would require you to figure out which class comes at L1. So I thought about applying the bonus at every level - a Rog 1 would have saves of +0.33 (+0), +0.5 (+0, or +1 if you round up), and +0.33 (+0). This reduces the impact of the good save and makes all the saves closer to each other. For example:
A Rog 1/Ftr 1 would be Fort +0.8 (+1), Ref +0.8 (+1), Will +0.66 (+1) vs. Fort +2, Ref +2, Will +0.
A Rog 10/Ftr 10 would be Fort +8.3 (+8), Ref +8.3 (+8), Will +6.6 (+7) vs. Fort +10, Ref +10, Will +6.
I'm also considering changing the poor save to 40% of level instead of 33% (1/3), due to an analysis I made of the save system. This change would be much easier to apply with the fractional save system - instead of adding +0.33, you'd add +0.4 for a poor save.
A Rog 1/Ftr 1 would be Fort +0.9 (+1), Ref +0.9 (+1), Will +0.9 (+1), vs. Fort +2, Ref +2, Will +0.
A Rog 10/Ftr 10 would be Fort +9 (4+5), Ref +9 (5+4), Will +8 (4+4), vs. Fort +10, Ref +10, Will +6.
Personally, I can live with losing a point from the high save(s) in exchange for a couple points to the low save(s). I hate the unified BAB/save progression - it leads to homogeneity and cookie-cutter syndrome, IMO, and I rather like the different progressions representing the relative strengths and weaknesses of each class. I think this system could go a long way toward fixing some of the problems with multiclassing.
Fractional BAB: Adding a level in a class with a good BAB (barbarian, fighter, ranger, paladin) adds +1; a level in a class with a medium BAB (bard, cleric, druid, monk, rogue) adds +0.75; a level in a class with a poor BAB (sorcerer, wizard) adds +0.5.
Fractions are rounded down when calculating BAB, though you still keep track of them. For example, a Rog 1/Ftr 1 has a BAB of +1.75 (rounded down to +1). If he gained a second level in rogue, it would become +2.5, or +2.
Nothing really major here, though I'm considering rounding up if the fraction is above .5 - so the Rog 1/Ftr 1 would be BAB +2. Not really game breaking, IMO, since it corrects itself after the first level - a Rog 10/Ftr 10 would be 17.5 (+18) vs. a normal Rog 10/Ftr 10 - BAB +17.
The weirdness (and the reason I'm posting this) comes from the saves.
Fractional saves: Adding a level in a second class adds +0.5 to the class' good save(s) and +0.33 to the class' poor save(s). For example, a Rog 1/Ftr 1 would have Fort +0.5 (+0), Ref +2.33 (+2), Will +0.5 (+0). Adding a second level of rogue would give him Fort +0.8 (+0), Ref +2.8 (+2), Will +0.8.
Now, I was thinking that this system is slightly flawed in that it would require you to figure out which class comes at L1. So I thought about applying the bonus at every level - a Rog 1 would have saves of +0.33 (+0), +0.5 (+0, or +1 if you round up), and +0.33 (+0). This reduces the impact of the good save and makes all the saves closer to each other. For example:
A Rog 1/Ftr 1 would be Fort +0.8 (+1), Ref +0.8 (+1), Will +0.66 (+1) vs. Fort +2, Ref +2, Will +0.
A Rog 10/Ftr 10 would be Fort +8.3 (+8), Ref +8.3 (+8), Will +6.6 (+7) vs. Fort +10, Ref +10, Will +6.
I'm also considering changing the poor save to 40% of level instead of 33% (1/3), due to an analysis I made of the save system. This change would be much easier to apply with the fractional save system - instead of adding +0.33, you'd add +0.4 for a poor save.
A Rog 1/Ftr 1 would be Fort +0.9 (+1), Ref +0.9 (+1), Will +0.9 (+1), vs. Fort +2, Ref +2, Will +0.
A Rog 10/Ftr 10 would be Fort +9 (4+5), Ref +9 (5+4), Will +8 (4+4), vs. Fort +10, Ref +10, Will +6.
Personally, I can live with losing a point from the high save(s) in exchange for a couple points to the low save(s). I hate the unified BAB/save progression - it leads to homogeneity and cookie-cutter syndrome, IMO, and I rather like the different progressions representing the relative strengths and weaknesses of each class. I think this system could go a long way toward fixing some of the problems with multiclassing.
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