Heroic potential and magical talent

Honestly, if you're problem is with level dipping, then it's a heck of a lot easier to institute a "no multiclassing without in-character explanation" and/or institute a apprenticeship requirement, than it is to make some sweeping change to they way all classes and NPCs work.

Sorcerers are about the only core class I allow any character to pick up without any training. I allow free multiclassing into a race's favored class, however; any elf can take a level or 5 in Wizard; it's part of their upbringing.
 

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kaomera said:
I think that by 3.x RAW, yes, this is the case. By 3.x RAW you don't even really need any training, just the desire of an outside influence (the player) that you develop in that direction (gain a level in that class). And I don't think it makes any sense. If I could I'd love to make a nice big "Make Reasonable Characters" a house-rule, except that there's no viable standard by which to judge if a character is reasonable or not. I make unreasonable characters (as NPCs and PCs too when I'm not DMing), I don't think I can very well expect my players not to, but I can set up rules (or at least guidelines) that limit the kinds of things that are likely to really bug me.

By the RAW, there is no standard whatoever establishing what kind of requirements there are for taking a class. I think you are mistaking that for "there are no logical requirements." There is, after all, nothing stopping my barbarian ogre from spending all his skill ranks on Knowledge (the engineering), but that doesn't mean characters aren't supposed to have studied a skill somewhere. Paladins are given their powers by the forces of good; by definition, everyone who takes a level of paladin has received those powers, but that doesn't imply the opposite. Simply wishing to be a paladin doesn't mean you are one. Someone who takes a level of paladin is someone who actually succeeded in training as a paladin and received the blessings of the powers of good.

The decision to take a level in a PC class is a decision in the hands of the player, and is essentially open-ended. The character may have various aspirations; it is the player's responsibility to see that they are reflected. It is not the character's decision to take a level in any particular class, although a player's decision to do so may reflect their strivings.

Whether or not a given direction in character development makes sense falls on the player. Nothing in the RAW somehow excuses a player from this. Nothing in the RAW implies or states that characters spontaneously develop whatever powers they wish. In fact, each class includes a description of how characters are trained in it, and the DMG has various optional rules for requiring training. It is the DM's right to decry a certain course is unreasonable.

However, by the rules, the decision still rests in the player's hands. By the RAW, it is up to the player whether a given level makes sense for the character. In effect, leveling is a form of role-playing. Some players may, by inclination, choose to purely minmax at the expense of storytelling, but forcing them to behave in what you believe is a more storylike manner is not going to give them a better play experience. Furthermore, how can you really be sure a given combination isn't exactly how a player envisions a character?

Just as an example, Drizzt is a CG drow ranger/fighter/barbarian/rogue. "Obviously" the player wanted drow abilities without his character being evil, then decided to come up with a ridiculous multiclassing scheme that would give him significant advantages in melee combat while avoiding being ambushed.

In my experience, organic, played form level 1 characters are more, not less, likely to multiclass in unexpected ways, simply to reflect their experiences and their player's inclinations. Particularly in SW d20, which has no multiclassing penalties, every PC ended up with at least three class, counting PrCs, by level 11.

Many fictional characters "dip." Drizzt dipped as a rogue, Conan as a rogue and barbarian, Grey Mouser as a wizard, Aragorn as a fighter.
 

I'd go for a compromise approach with magical talent: It's a feat, but all spellcasting casting classes get it as a bonus feat at 1st level if they're the first class a PC takes. Elves and half-elves get it for free.

And as for classed NPCs, I have a lot of people with PC levels. The Warrior and Adept are gone- replaced by fighters and caster/expert multiclass. Commoners arenow Experts with bigger HDs and less skill points.
 

This is surely something that has to be considered, but I don't go about it the way you do it.

For me, heroic potential is ensured by the usually higher than average abilitiy scores and the rather quick rate of advancement (even though I slowed it down, it's still nowhere near what I'd expect to be the normal way of advancement).

Also, I asume in worldbuilding that NPC's might top out on their advancement. Some wizards will never get behind class level 10, 7 or even 4, simply because they don't have a lot of potential. PC's are of the rare (but not unique) breed that can actually reach 20th level, the limit of mortal power imc.

I don't like the use of NPC to distinguish heroic and not heroic. For one, the NPC classes are so low powered that it's hard to belief that with them a sosiety in a D&D world could endure. And secondly, they are simply boring. When the majority of leveled bad guys are warriors, aristocrats and adepts, that takes a lot of the wazoo out of the game for me.

Also, the adept messes up some core world assumptions on magic quite nicely.

For me a 1st level character really is a novice. You aren't a full warrior before level 3 and spellcaster of level 1-4 are only akolytes and apprenticaes imc.

However, while that means street guard are level four warriors and all guild mages can cast 3rd level spells, said street guards have pretty much all 10 ability scores, average HP (22 at level 4) and no magic items, while spellcasters are still no more prevalent than in standart D&D, because the nonaverage ability scores are rare. And some of those guildmages have only an Int score of 13 (including their 4th level raise) and will never become recognized in their field.

That means PC's starting at 1st level really start out at small beginnings, but yet their specialness is apparent from day one.


Of course, obviously YMMV. But I thought I'd point out that there are other ways to approach the issue.
 

Particle_Man said:
You don't like "dips" into levels. Is it that any multi-class is ok, so long as it is more than a dip? If some multi-classes are not ok, which ones are not ok? You might be able to simply say something like "Only the following multi-classes exist in my world..." to your players.
Sorry, that wasn't what I was trying to say. More: multi-classing is ok, as long as you have some sort of reasoning behind it. Being able to describe that reasoning to me in a way that would make sense would be a definite bonus. One of the reasons this was such a problem was that I had allowed dips before in this game, and I had not really previously required any sort of specific "training", etc. As pawsplay has pointed out, that may have been a big part of the problem. However, I don't find that enforcing "training" rules really adds fun to my games. I really don't want to hinder players who are doing cool things with their characters, but I also don't want to become the only determiner of what is and is not "cool". I've had plenty of players do things that I shook my head at, but turned out really fun for the whole group. Unfortunately, I've also had screwups like the example above...

The Rogue taking a level of Cleric wasn't really that much of a problem, the player did what he could with it (Detect Magic is cool to have when you're a Rogue), and he actually ended up using the wand of CSW the party bought for him, about three times. The only roleplaying the Fighter had really had was giving the PoF flack about him being so religious, the player just said "Well, he changed his mind", and pointed out that he didn't have to worship a deity anyway... I disallowed that because a) he actually wanted to worship "An Abstract Concept" (rather than, ya'know, picking one...), and b) I had previously established that I was only using the deities from the PHB. Once I got him to pick one (I guess the character had an epiphany...), he then proceeded to bitch about the War domain not granting him any net benefits. Once we got past that things where pretty much ok: he got a 21,000gp wand, paid for out of the party treasury, which he refused to use, and he went out of his way to avoid situations where he might actually have to cast any spells, but whatever... The Druid didn't cause any immediate problems, and in fact he was the player I was most willing to believe had a plan of some kind going on. He got a wand of fireballs, which he never used, because he was pretty much always wildshaped. After about two sessions, he told me that he was upset that his Wizard spells (0 and 1st level, CL1) where not proving as useful as his Druid spells (up to 4th level, CL7). I told him he had to be joking. The next session, he brought it up again, asking (I'm paraphrasing) "Why did I even take a level of Wizard?" I told him that, frankly, I had no idea, that I had tried to make sure it was really what he wanted (frankly, I actually tried to talk him out of it), and that I really had no idea what I could do that would make having a handful of low-level spells cool for him. He chalked it up as a poor decision, and we stopped worrying about it. None of this was really that much more than the usual problems I've had at the table. Nothing stopped the game for more than a few minutes at a time, no raised voices, etc. Like I said, the real problem was the Paladin of Freedom; that player really didn't want to multiclass, and he shouldn't have. He gained nearly nothing since the character wore heavy armor, and he didn't like using his Rage. I really wanted to let him take the choice back, and maybe I should have, but I had previously stated that I was not going to allow any more retconning of characters. I tried to come up with a compromise that was a little less unfair, but he wouldn't go for it.

pawsplay said:
Whether or not a given direction in character development makes sense falls on the player. Nothing in the RAW somehow excuses a player from this. Nothing in the RAW implies or states that characters spontaneously develop whatever powers they wish. In fact, each class includes a description of how characters are trained in it, and the DMG has various optional rules for requiring training. It is the DM's right to decry a certain course is unreasonable.

However, by the rules, the decision still rests in the player's hands. By the RAW, it is up to the player whether a given level makes sense for the character. In effect, leveling is a form of role-playing. Some players may, by inclination, choose to purely minmax at the expense of storytelling, but forcing them to behave in what you believe is a more storylike manner is not going to give them a better play experience. Furthermore, how can you really be sure a given combination isn't exactly how a player envisions a character?

This is really the center of the problem I'm facing. In any of the above cases I could have just said "no." However I felt (and still feel) that would have been unfair. I can't know exactly what a player has in mind, unless they will tell me. And some won't. I have no problem with min-maxing. In my current group I'd actually prefer if at least one or two of the characters had a good build, at least fairly-well optimized. Unfortunately, the only players I have who are particularly interested in that sort of thing just aren't really that good at it. The problem is, really, that sometimes I'm right. The current group includes a Warblade, a Dragon Shaman, and a Dragonfire Adept, all of whom are now worrying that they may have picked the wrong class. I told them when the campaign started that I wasn't sure that every player playing a non-core base (with the exception of a Wizard) was the best idea, but I didn't think it would be fair to tell them "No, you can't play that class", because I wasn't ready to just outright ban non-core classes. Now any or all of the three may end up multiclassing, and it's liable to hurt their characters' overall effectiveness, which is liable to make the game less fun for them.
 

Well, ok. I think I'm not going to try and mess with any house-rules here, just try and convince them to think things through a bit more. I may now have a bit more ammunition when it comes time to convince them that "this cool class that's in the new book that I haven't even really read yet" might be something to avoid... I could also go through each and every book and ban very specific stuff, but like I said I think that's unfair to anyone who doesn't share exactly my views of the game (which is pretty much everyone).

Part of the idea was that these rules where supposed to add a certain appeal back to the core classes. I think a lot of my players take odd classes and/or combos just to be different from the average NPC. Possibly I should be more upfront about exactly what classes the NPCs have. I can see it being hard to be "just another Fighter" if you think every NPC Warrior has PC class levels. And that just gets worse when you grab random feats to try and make the character different.

In the end I may actually have to ask one or two players to leave the game, which I really don't want to do. Unfortunately I really don't think it's ok for them to build characters that can't do what they want hem to, and then get upset at other players who can do that stuff better. The Dragon Shaman is the real problem right now, I think he really thought the character was going to be the party's #1 combat badass, and a top-line skill-monkey, and I think he expects his breath weapon (he's just turned ECL 6th and has the half-vampire template +2 LA) to keep up with the Wizard and DfA in terms of damage-dealing...
 

kaomera said:
In the end I may actually have to ask one or two players to leave the game, which I really don't want to do. Unfortunately I really don't think it's ok for them to build characters that can't do what they want hem to, and then get upset at other players who can do that stuff better. The Dragon Shaman is the real problem right now, I think he really thought the character was going to be the party's #1 combat badass, and a top-line skill-monkey, and I think he expects his breath weapon (he's just turned ECL 6th and has the half-vampire template +2 LA) to keep up with the Wizard and DfA in terms of damage-dealing...

Ask them to leave because their characters are sub-optimal!? Or because of the way they're behaving?

I don't know anything about you or your group but I strongly suspect that this is a social and maturity issue and not a rules issue. AFAICT your players are having a hard time living with their decisions and want you to fix it for them. That might work when you're a kid because parents (like DMs) are magical and can make things better. Once they have to choose a career, buy a house, get married, etc. living-with/correcting-for bad decisions will be second nature - choosing a bad character class is a joke in comparison.

Your instincts are right in this IMO. I wouldn't get into micromanaging their decisions and trying to presume you know what they're thinking. Let them be the player. Set the rules (allowable classes, etc.) and let them decide what they want. IMO - don't get into having an opinion about their choices - just play your NPCs, run the dungeon, and let the dice fall where they will.

Don't mix behavior problems with game problems, and don't make up house-rules to try to deal with maturity issues. Granted, dealing with rules problems is MUCH easier than dealing with social problems. You can't make your players grow up, so just be clear about the boundaries and try to be patient if you think they might get over it eventually.

YMMV and all that. Good luck.
 

Well, maybe ask them to give you a "20 level plan" of their character in advance, so that you both can see what is coming and make it part of the character's development?
 

gizmo33 said:
Ask them to leave because their characters are sub-optimal!? Or because of the way they're behaving?
If I do ask him to leave (and I'm trying my best that it not come down to that), it will be because of his behavior. It is absolutely a social problem, but it seems to be being caused and/or aggravated by his choices. I'm really not sure what's going on, in fact I now have received an email from a different player that just confuses things more. Hopefully I can get it all sorted next session.
 

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