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<blockquote data-quote="RSKennan" data-source="post: 2120493" data-attributes="member: 8256"><p>How do you guys handle the damage-dealing to save/BAB ratio? My understanding is that when an arcane caster has almost twice as many fireballs 'balance' can break down, and that some GMs might want to raise the CR to compensate, which leads to a quick death. The PCs get too big for their breeches- they can deal flaming death, but have less (proportionate) ability to take it over the long term. </p><p></p><p>It seems to me that Gestalt is unstable. it advances unevenly; the character's special abilities explode while Saves and BAB are capped, even though they're more in line with everyone else. </p><p></p><p>I like the idea, and am using it in a game with trusted people, but I had to stop using it in a project I'm working on because it was too unpredictable. It also seemed to encourage min-maxing, as some (unusual and not particularly flavorful) combos are more optimal than others. </p><p></p><p>Am I right? If not, how?</p></blockquote><p></p>
[QUOTE="RSKennan, post: 2120493, member: 8256"] How do you guys handle the damage-dealing to save/BAB ratio? My understanding is that when an arcane caster has almost twice as many fireballs 'balance' can break down, and that some GMs might want to raise the CR to compensate, which leads to a quick death. The PCs get too big for their breeches- they can deal flaming death, but have less (proportionate) ability to take it over the long term. It seems to me that Gestalt is unstable. it advances unevenly; the character's special abilities explode while Saves and BAB are capped, even though they're more in line with everyone else. I like the idea, and am using it in a game with trusted people, but I had to stop using it in a project I'm working on because it was too unpredictable. It also seemed to encourage min-maxing, as some (unusual and not particularly flavorful) combos are more optimal than others. Am I right? If not, how? [/QUOTE]
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