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<blockquote data-quote="irdeggman" data-source="post: 4206010" data-attributes="member: 16285"><p>As promised I tried to lay out what the differences are between gestalt and multi-classing.</p><p></p><p></p><p>Gestalt class versus multi-classing</p><p></p><p><strong>HD</strong> – best of the classes being combined. {This is different than multi-classing since you get both hit die which increases the ECL of the character}</p><p></p><p><strong>BAB</strong> –best of the classes being combined. {This is different than multi-classing since you add both classes’ BAB to find out the character’s BAB}</p><p></p><p><strong>Saving Throws</strong> – combine best of both classes being combined {This is different than multi-classing since you add both classes’ saving throws to find out the character’s BAB}</p><p></p><p><strong>Weapon and armor proficiencies</strong> - combine both classes being combined weapons and armor proficiencies. {This is the same as multi-classing}</p><p></p><p><strong>Class Skills</strong> – all skills of each class are treated as class skills {This is different than multi-classing. While both are considered class skills for max rank purposes, determining the cost (i.e. whether they cost 1 sp/rank or 2 sp/rank)</p><p></p><p><strong>Skill points</strong> – best of both of the classes being combined. {This is different than multi-classing since you treat each level as different.}</p><p></p><p><strong>Class abilities</strong> – character gets all class abilities of both classes being combined, except for those that are the same (e.g., uncanny dodge, turn, etc.) which advance at the best rate. {This is different than multi-classing since each advances independently, unless otherwise specified (like uncanny dodge)}</p><p></p><p><strong>Class requisites (or prerequisites)</strong> – must be met for each class being combined regardless of the other class. {This is the same as multi-classing.}</p><p></p><p><strong>Class restrictions</strong> – apply regardless of what the combination is. {This is the same as multi-classing. (Whether the gestalt is treated as a “single” class or not is moot for this comparison, although if treated as a “single” class it would make it different.)</p><p></p><p></p><p>So of 9 different parts:</p><p></p><p>3 are very different (HD, BAB and saving throws)</p><p></p><p>3 are at least slightly different (that is not the same) (Class skills, skill points and class abilities)</p><p></p><p>3 are the same (weapon and armor proficiencies, class requisites and restrictions).</p><p></p><p>So the question is how <em>many</em> similarities are required to consider something "similar" or "mostly" different?</p></blockquote><p></p>
[QUOTE="irdeggman, post: 4206010, member: 16285"] As promised I tried to lay out what the differences are between gestalt and multi-classing. Gestalt class versus multi-classing [b]HD[/b] – best of the classes being combined. {This is different than multi-classing since you get both hit die which increases the ECL of the character} [b]BAB[/b] –best of the classes being combined. {This is different than multi-classing since you add both classes’ BAB to find out the character’s BAB} [b]Saving Throws[/b] – combine best of both classes being combined {This is different than multi-classing since you add both classes’ saving throws to find out the character’s BAB} [b]Weapon and armor proficiencies[/b] - combine both classes being combined weapons and armor proficiencies. {This is the same as multi-classing} [b]Class Skills[/b] – all skills of each class are treated as class skills {This is different than multi-classing. While both are considered class skills for max rank purposes, determining the cost (i.e. whether they cost 1 sp/rank or 2 sp/rank) [b]Skill points[/b] – best of both of the classes being combined. {This is different than multi-classing since you treat each level as different.} [b]Class abilities[/b] – character gets all class abilities of both classes being combined, except for those that are the same (e.g., uncanny dodge, turn, etc.) which advance at the best rate. {This is different than multi-classing since each advances independently, unless otherwise specified (like uncanny dodge)} [b]Class requisites (or prerequisites)[/b] – must be met for each class being combined regardless of the other class. {This is the same as multi-classing.} [b]Class restrictions[/b] – apply regardless of what the combination is. {This is the same as multi-classing. (Whether the gestalt is treated as a “single” class or not is moot for this comparison, although if treated as a “single” class it would make it different.) So of 9 different parts: 3 are very different (HD, BAB and saving throws) 3 are at least slightly different (that is not the same) (Class skills, skill points and class abilities) 3 are the same (weapon and armor proficiencies, class requisites and restrictions). So the question is how [I]many[/I] similarities are required to consider something "similar" or "mostly" different? [/QUOTE]
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