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Help Me Design a Better Multiclass System
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<blockquote data-quote="RangerWickett" data-source="post: 2909433" data-attributes="member: 63"><p>I believe the view is that spellcasters who multiclass are too weak. The solution to that problem is actually relatively easy.</p><p></p><p>1. Instead of spell slots, go the psionic-esque route with 'Magic Points.' A 1st level spell costs 1 MP, 2nd costs 3 MP, 3rd costs 5 MP, and so on, up to 17 MP for a 9th level spell. Create a scale from level 1 to 20 that tells how many MP you get at each caster level, based sort of on the sorcerer class, but perhaps with a bit more MP at low level so it's worth dipping in at high level. </p><p></p><p>2. Convert the spellcasting classes - bard, cleric, druid, paladin, ranger, sorcerer, and wizard. They get different special abilities and different spell lists. Some don't actually get a full caster level progression -- wizard and sorcerer get the fastest caster level progression of +1 per level. Bards, clerics, and druids gets +3 per four levels. Rangers and paladins don't start until 4th level, and even then get only +1 per two levels.</p><p></p><p>When you multiclass, you add caster level bonus the same way you add base attack bonus. A sorcerer 4/cleric 4 would have a caster level of +7, and would have probably 40 MP. A fighter 7/sorcerer 1 would have a caster level of +1, and only 4 MP.</p><p></p><p>3. The maximum spell level a character can cast or prepare is based on his character level, not the caster level of a particular class. You can cast 1st level spells at level 1, 2nd at level 3, 3rd at level 5, and so on, up to 9th level spells at level 17. If you're a 10th level fighter/7th level sorcerer, you might only have 40 MP for the whole day, but you could use that to cast a fair number of 3rd level and lower spells, or you could pull off one or two 9th-level spells.</p><p></p><p>Only single-classed casters will have enough MP to use magic as their primary ability. People who dip into a class for a few levels can still cast spells of the same power level, but not nearly as many. Compare the previous fighter 10/sorcerer 7 (40 MP) with a sorcerer 17 (200 MP).</p><p></p><p>4. Where things get a little complicated is spells known and casting spells for multiclassed characters. </p><p></p><p>Things are simplest with sorcerers. Their primary class ability would be to learn 2 spells a level. These could be any spell, so if you take 1 level of sorcerer at high levels, you could pick a high-level spell (but you might only have enough MP to use it once). They can use their MP to cast these spells on the fly.</p><p></p><p>Bards would work much the same way.</p><p></p><p>Wizards can put any spell into their spellbooks, and they get 2 free per level of the class. However, they have to prepare the spell, which means spending MP at the beginning of the day to have the spell ready. Copying spells as a wizard would probably require a Spellcraft check, so if you just hop into wizard at high level, you won't be adding many high-level spells to your repetoire.</p><p></p><p>Clerics and druids I'm still trying to figure out. What I don't want is a sorcerer 16 taking 1 level of cleric and getting access to every cleric spell from 1st to 9th level. True, with cleric and druid spells you would still need to prepare them like wizards, but the versatility would be stunning. Compared to wizards, these classes get slower caster level bonus, but better base attack bonus, saves, hp, and special abilities. So I want to limit their magic somehow.</p><p></p><p>This would probably require some class reworking. Maybe you can only cast one cleric/druid spell per day for each level you have in that class, but you don't have to prepare the spell (since it's a "miracle"). But that leaves the dilemma of what single-classed clerics do after they've used up all their spells for the day and still have MP. </p><p></p><p>Ah, spontaneous cure spells and summoning of nature's allies. That sounds fair. Probably a little overpowered, but it's not like clerics and druids weren't already pretty beefy.</p><p></p><p>4. The maximum spell level a character can cast or prepare is based on his character level, not the caster level of a particular class. You can learn 1st level spells at level 1, 2nd at level 3, 3rd at level 5, and so on, up to 9th level spells at level 17. Thus, a fighter 8/wizard 3 could put a 6th level spell in his spellbook.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2909433, member: 63"] I believe the view is that spellcasters who multiclass are too weak. The solution to that problem is actually relatively easy. 1. Instead of spell slots, go the psionic-esque route with 'Magic Points.' A 1st level spell costs 1 MP, 2nd costs 3 MP, 3rd costs 5 MP, and so on, up to 17 MP for a 9th level spell. Create a scale from level 1 to 20 that tells how many MP you get at each caster level, based sort of on the sorcerer class, but perhaps with a bit more MP at low level so it's worth dipping in at high level. 2. Convert the spellcasting classes - bard, cleric, druid, paladin, ranger, sorcerer, and wizard. They get different special abilities and different spell lists. Some don't actually get a full caster level progression -- wizard and sorcerer get the fastest caster level progression of +1 per level. Bards, clerics, and druids gets +3 per four levels. Rangers and paladins don't start until 4th level, and even then get only +1 per two levels. When you multiclass, you add caster level bonus the same way you add base attack bonus. A sorcerer 4/cleric 4 would have a caster level of +7, and would have probably 40 MP. A fighter 7/sorcerer 1 would have a caster level of +1, and only 4 MP. 3. The maximum spell level a character can cast or prepare is based on his character level, not the caster level of a particular class. You can cast 1st level spells at level 1, 2nd at level 3, 3rd at level 5, and so on, up to 9th level spells at level 17. If you're a 10th level fighter/7th level sorcerer, you might only have 40 MP for the whole day, but you could use that to cast a fair number of 3rd level and lower spells, or you could pull off one or two 9th-level spells. Only single-classed casters will have enough MP to use magic as their primary ability. People who dip into a class for a few levels can still cast spells of the same power level, but not nearly as many. Compare the previous fighter 10/sorcerer 7 (40 MP) with a sorcerer 17 (200 MP). 4. Where things get a little complicated is spells known and casting spells for multiclassed characters. Things are simplest with sorcerers. Their primary class ability would be to learn 2 spells a level. These could be any spell, so if you take 1 level of sorcerer at high levels, you could pick a high-level spell (but you might only have enough MP to use it once). They can use their MP to cast these spells on the fly. Bards would work much the same way. Wizards can put any spell into their spellbooks, and they get 2 free per level of the class. However, they have to prepare the spell, which means spending MP at the beginning of the day to have the spell ready. Copying spells as a wizard would probably require a Spellcraft check, so if you just hop into wizard at high level, you won't be adding many high-level spells to your repetoire. Clerics and druids I'm still trying to figure out. What I don't want is a sorcerer 16 taking 1 level of cleric and getting access to every cleric spell from 1st to 9th level. True, with cleric and druid spells you would still need to prepare them like wizards, but the versatility would be stunning. Compared to wizards, these classes get slower caster level bonus, but better base attack bonus, saves, hp, and special abilities. So I want to limit their magic somehow. This would probably require some class reworking. Maybe you can only cast one cleric/druid spell per day for each level you have in that class, but you don't have to prepare the spell (since it's a "miracle"). But that leaves the dilemma of what single-classed clerics do after they've used up all their spells for the day and still have MP. Ah, spontaneous cure spells and summoning of nature's allies. That sounds fair. Probably a little overpowered, but it's not like clerics and druids weren't already pretty beefy. 4. The maximum spell level a character can cast or prepare is based on his character level, not the caster level of a particular class. You can learn 1st level spells at level 1, 2nd at level 3, 3rd at level 5, and so on, up to 9th level spells at level 17. Thus, a fighter 8/wizard 3 could put a 6th level spell in his spellbook. [/QUOTE]
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