Gestalt Mulitclassing?

gamecat

Explorer
How do you handle saving throws for gestalt multiclassing? The theory ive been using thus far is you take the highest base save for all classes you have gestalt levels in.

For example, I understand a Ftr|Sor2 / Ftr|Rog1's base saves look like:

Fort +3
Ref +2
Will +3
 

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The best approach (IMHO) is the following:

First you figure out the better save progression of both sides for every level (for each save type).

1st Fighter | Rogue -> good Fort, good Ref, poor Will
2nd Fighter | Sorcerer -> good Fort, poor Ref, good Will
3rd Fighter | Sorcerer -> good Fort, poor Ref, good Will
...

Then (for each save type) you count how many levels are good and how many levels are poor.

i.e. for the 3 levels above: Fort 3 good 0 poor, Ref 1 good 2 poor, Will 2 good 1 poor
(this essentially means, that a Ftr3|Sor3 has the same saves as a Brb1/Ftr2|Sor3, unlike normal multiclassing)

Then you look up what a class with a good save and a poor save has at those levels and add them together (again for each save type).

i.e. Fort +3, Ref +2, Will +3
(same result that you got here, but I think the calculation is different, which would show at higher levels)


Another alternative is, that you calculate the complete saves for each side and simply choose the better, but the above seems more in line with the spirit of the Gestalt rules, I believe.

Bye
Thanee
 



Korimyr the Rat said:
This is a situation that begs for Fractional Progression.

I was working out a fractional progression, but realized my either my players' heads would explode, or they'd kill me.

How I do it now, I just have them count up the number of levels they have a good saves and how many levels they have of bad saves, and look at the appropriate numbers. So, a tenth level character who had good fort saves for 5 levels, and poor fort saves for the other 5, would have (4+1)=5. So, I think the same as Thanee.

Characters might not be able to have as high saves as non-gestalt characters (since no one can take a level each of fighter, barbarian, and ranger and end up with +6 fort save at 3rd level), but overall the average saves will be higher (since it's less likely a character will have poor saves of a type for their entire career).
 


Beckett said:
I was working out a fractional progression, but realized my either my players' heads would explode, or they'd kill me.

It's not that hard.
Good Saves: 2.5 @ 1st, 0.5 thereafter.
Poor Saves: 1/3 at each level.

Total everything up, round down. Done.
 

Pyrex said:
It's not that hard.
Good Saves: 2.5 @ 1st, 0.5 thereafter.
Poor Saves: 1/3 at each level.

Total everything up, round down. Done.

Or maybe I was overcomplicating things... I don't remember how I was doing it, but it didn't look as clean as that.
 

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