StreamOfTheSky
Adventurer
Ok, so ever since my friend told me about 4E's multiclassing through feats and that it reminded him of my old gestalt idea, it's been bugging me. (For the record, I see few similarities between 4E and this myself.)
Basically, I used to LOVE Final Fantasy Tactics, and my favorite part was the fun combos you could make with the job class system, having your primary class to provide your raw stats and powers, but also a secondary class that added purely the features. Now, I'm in no mood to make a complex job points system, and (sadly) D&D classes aren't balanced nearly as well as FFT classes were, so a system of swapping around classes isn't what I was after.
Instead, I came up with an idea to make a gestalt game, except you only get class features and spells/powers/maneuvers from the second class. Now, obviously left at that, a Fighter/Wizard is much better than a Wizard/Fighter, and really, you should be better at your primary class than the secondary. So, in the secondary class, your levels progress at a 3/4 rate, increasing each level a medium BAB character would gain a point of BAB, so you start 1/0 and by level 20 have class levels of 20/15. Each "side" is completely independent for CL/ML/IL, and for effective HD, so if you're Fighter 13 / Sorcerer 9, you can't cheat the system by taking Practiced Spellcaster (since, as far as your sorcerer side is concerned, your CL = HD).
For some examples: A Fighter 2 / Rogue 1 would have good BAB and fort saves, one bonus feat, trapfinding, and +1d6 SA (hmm...maybe levels you gain in the secondary, you should gain the class skills to your list, so stuff like Trapfinding isn't worthless?). A Cleric 7 / Wizard 5 would have medium BAB, good fort and Will, turn undead, CL 7 cleric spells, CL 5 wizard spells, Scribe Scroll, and a bonus Wizard feat. Now, I'd like some opinions.
1) Just how much stronger is this than standard D&D? If it matters for MAD, I like high-powered games, so it'd likely be 32 point buy.
a) Do you think for classes with very powerful "class features" like Wizard, the slower progression and gimped CL make up for all the nice raw stats of a weaker features class like Fighter?
b) What if I limited players to ONLY the two class combo? No other multiclassing, no prestige classing. Even if I allowed that stuff, it'd be strictly on the primary side.
2) This leaves traditionally poor levels, namely 5, 13, and 17, looking even cruddier. Would it be much of a powerup to give bonus feats at these levels, since people will likely be splitting feats between two classes anyway? Is there a better option to help at these levels? (I'm aware of the "dead levels" article)
3.) What are the most broken combos with this system that you can think of? What are some that are underpowered? I'm willing to ban certain classes too good for secondary status, and to improve ones whose class features aren't good enough for the role. I have a hunch Factotem could get ugly...
Thanks for any help!
Basically, I used to LOVE Final Fantasy Tactics, and my favorite part was the fun combos you could make with the job class system, having your primary class to provide your raw stats and powers, but also a secondary class that added purely the features. Now, I'm in no mood to make a complex job points system, and (sadly) D&D classes aren't balanced nearly as well as FFT classes were, so a system of swapping around classes isn't what I was after.
Instead, I came up with an idea to make a gestalt game, except you only get class features and spells/powers/maneuvers from the second class. Now, obviously left at that, a Fighter/Wizard is much better than a Wizard/Fighter, and really, you should be better at your primary class than the secondary. So, in the secondary class, your levels progress at a 3/4 rate, increasing each level a medium BAB character would gain a point of BAB, so you start 1/0 and by level 20 have class levels of 20/15. Each "side" is completely independent for CL/ML/IL, and for effective HD, so if you're Fighter 13 / Sorcerer 9, you can't cheat the system by taking Practiced Spellcaster (since, as far as your sorcerer side is concerned, your CL = HD).
For some examples: A Fighter 2 / Rogue 1 would have good BAB and fort saves, one bonus feat, trapfinding, and +1d6 SA (hmm...maybe levels you gain in the secondary, you should gain the class skills to your list, so stuff like Trapfinding isn't worthless?). A Cleric 7 / Wizard 5 would have medium BAB, good fort and Will, turn undead, CL 7 cleric spells, CL 5 wizard spells, Scribe Scroll, and a bonus Wizard feat. Now, I'd like some opinions.
1) Just how much stronger is this than standard D&D? If it matters for MAD, I like high-powered games, so it'd likely be 32 point buy.
a) Do you think for classes with very powerful "class features" like Wizard, the slower progression and gimped CL make up for all the nice raw stats of a weaker features class like Fighter?
b) What if I limited players to ONLY the two class combo? No other multiclassing, no prestige classing. Even if I allowed that stuff, it'd be strictly on the primary side.
2) This leaves traditionally poor levels, namely 5, 13, and 17, looking even cruddier. Would it be much of a powerup to give bonus feats at these levels, since people will likely be splitting feats between two classes anyway? Is there a better option to help at these levels? (I'm aware of the "dead levels" article)
3.) What are the most broken combos with this system that you can think of? What are some that are underpowered? I'm willing to ban certain classes too good for secondary status, and to improve ones whose class features aren't good enough for the role. I have a hunch Factotem could get ugly...
Thanks for any help!