Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How should multiclassing be implemented for ODnD?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="roger semerad" data-source="post: 8759952" data-attributes="member: 6998612"><p>While I do have some criticisms for this idea, it does improve the even split multi without needing any additional design work. So on a work vs. result basis, it's a solid idea. My largest problem with the idea is that it wouldn't fix the big underlining issue with 5.0's multi-classing. That being most class level combinations are very underpowered, while a select few are overpowered, with basically no in between. I do think you pushed the level split about as far as you could, any farther and you'd start having more overpowered options than underpowered ones. It also feels a little homebrewy, a little hacked together. Not something I could see being in an official book.</p><p></p><p></p><p></p><p>First off, a character made by rules like this would clearly be more powerful than a 5.0 equivalent. That would break back compatibility and would be against the stated goals of the One revision. </p><p></p><p>That out of the way, as a basis of a multi-class system for a future real edition, this is a bit inspired. All the multi-class systems for D&D to date really are just subsystems bolted onto a pre-existing game. Even 4th's initial feat based system still felt like the class design came first and the multi-class system was bolted on after the fact. Really, the best way to do multi-classing is to bake the necessary power into the class design itself. Have the system built from the ground up to account for it. Having an option to take a powerful specialization or instead use that power budget to multi-class is how I'd want it. I don't know how the system as you describe it would work level by level, but here is one idea from me. First, the next edition has no 5e style multiclassing. Everyone picks a single class and at level one you also get to pick a subclass. These subclasses would be very similar to 5th's, maybe a little more powerful. Alternatively, you could choose to multi-class and every class entry would have a sub-class variant. Then somewhere around level 8-12 you get to choose another even more powerful specialization, like the Archmage you mention, or you could choose to improve your multi-class abilities further.</p><p></p><p>The real beauty of an approach like this is that you could keep the main books simple by not showing the multi-class options, and then release the multi rules in the DMG or even in a later supplement. </p><p></p><p></p><p></p><p>Is that really all A5E does to improve multi-classing? I've got to say I'm very unimpressed. The feats really don't do anything to make multi-classing beyond a few level dips worthwhile, and on top of that burn through your very limited feat/ASI budget significantly. They're nice flavorful effects in and of themselves, but feel like sacrificing character power for flavor. In a multi-class system that is already underpowered for most combinations. If that's it for changes, then I'm really not feeling this one.</p></blockquote><p></p>
[QUOTE="roger semerad, post: 8759952, member: 6998612"] While I do have some criticisms for this idea, it does improve the even split multi without needing any additional design work. So on a work vs. result basis, it's a solid idea. My largest problem with the idea is that it wouldn't fix the big underlining issue with 5.0's multi-classing. That being most class level combinations are very underpowered, while a select few are overpowered, with basically no in between. I do think you pushed the level split about as far as you could, any farther and you'd start having more overpowered options than underpowered ones. It also feels a little homebrewy, a little hacked together. Not something I could see being in an official book. First off, a character made by rules like this would clearly be more powerful than a 5.0 equivalent. That would break back compatibility and would be against the stated goals of the One revision. That out of the way, as a basis of a multi-class system for a future real edition, this is a bit inspired. All the multi-class systems for D&D to date really are just subsystems bolted onto a pre-existing game. Even 4th's initial feat based system still felt like the class design came first and the multi-class system was bolted on after the fact. Really, the best way to do multi-classing is to bake the necessary power into the class design itself. Have the system built from the ground up to account for it. Having an option to take a powerful specialization or instead use that power budget to multi-class is how I'd want it. I don't know how the system as you describe it would work level by level, but here is one idea from me. First, the next edition has no 5e style multiclassing. Everyone picks a single class and at level one you also get to pick a subclass. These subclasses would be very similar to 5th's, maybe a little more powerful. Alternatively, you could choose to multi-class and every class entry would have a sub-class variant. Then somewhere around level 8-12 you get to choose another even more powerful specialization, like the Archmage you mention, or you could choose to improve your multi-class abilities further. The real beauty of an approach like this is that you could keep the main books simple by not showing the multi-class options, and then release the multi rules in the DMG or even in a later supplement. Is that really all A5E does to improve multi-classing? I've got to say I'm very unimpressed. The feats really don't do anything to make multi-classing beyond a few level dips worthwhile, and on top of that burn through your very limited feat/ASI budget significantly. They're nice flavorful effects in and of themselves, but feel like sacrificing character power for flavor. In a multi-class system that is already underpowered for most combinations. If that's it for changes, then I'm really not feeling this one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How should multiclassing be implemented for ODnD?
Top