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General Tabletop Discussion
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How should multiclassing be implemented for ODnD?
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<blockquote data-quote="Lanefan" data-source="post: 8758060" data-attributes="member: 29398"><p>The split xp progression is exactly what I'd want, as it then allows players to determine how much emphasis is to be put on each class by varying the % of xp that goes to each one. I'd also like to do away with additive levels and have the two classes function independently as per attack bonus, saving throws, etc., such that a Cleric-5/Fighter-3 fights like a 3rd and casts like a 5th and saves as whichever of those classes gives the better save in that situation and is in no way an 8th at anything.</p><p></p><p>There's a big difference between a character who puts 75% of xp into Fighter and 25% into Rogue and a character who puts 75% into Rogue and just 25% into Fighter. The first is mostly a warrior who wants to do some sneaking and trapfinding on the side, the other is mostly a sneak who wants to augment her fighting skills. The expectation is that a character is played roughly in line with its xp division. The xp division can only be changed between adventures and is otherwise locked in.</p><p></p><p>In no case, however, should a multiclass character ever be more powerful than a single-class character of the same (highest) level.</p><p></p><p>And yeah, as none of this is even remotely backwards-compatible I'm not holding my breath waiting for it to happen. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One way to put a hard stop to a lot of this is to allow any character to only ever have two classes, tops.</p><p></p><p>[USER=6998612]@roger semerad[/USER] - the biggest problem with feat-based multiclassing is that it even further bakes feats (which are/were in theory just an option) into the game; hardly a solution for those who don't want them.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8758060, member: 29398"] The split xp progression is exactly what I'd want, as it then allows players to determine how much emphasis is to be put on each class by varying the % of xp that goes to each one. I'd also like to do away with additive levels and have the two classes function independently as per attack bonus, saving throws, etc., such that a Cleric-5/Fighter-3 fights like a 3rd and casts like a 5th and saves as whichever of those classes gives the better save in that situation and is in no way an 8th at anything. There's a big difference between a character who puts 75% of xp into Fighter and 25% into Rogue and a character who puts 75% into Rogue and just 25% into Fighter. The first is mostly a warrior who wants to do some sneaking and trapfinding on the side, the other is mostly a sneak who wants to augment her fighting skills. The expectation is that a character is played roughly in line with its xp division. The xp division can only be changed between adventures and is otherwise locked in. In no case, however, should a multiclass character ever be more powerful than a single-class character of the same (highest) level. And yeah, as none of this is even remotely backwards-compatible I'm not holding my breath waiting for it to happen. :) One way to put a hard stop to a lot of this is to allow any character to only ever have two classes, tops. [USER=6998612]@roger semerad[/USER] - the biggest problem with feat-based multiclassing is that it even further bakes feats (which are/were in theory just an option) into the game; hardly a solution for those who don't want them. [/QUOTE]
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