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How to fix multiclassing?
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<blockquote data-quote="tetrasodium" data-source="post: 8830809" data-attributes="member: 93670"><p>I agree (and remember) that they were built for a very different game even in 2e so a new version would need some fairly significant changes to shift away from the combo specific rules & maintain the benefits of existing MC without giving up the benefits of an alternate method people might actually use.</p><p>[spoiler="For example"]</p><p>My rough draft "this looks maybe more solid than jello" stab at it is this. Dual classed characters can take levels in two different classes. Once doing so they are subject to the following mathy shifts:</p><ul> <li data-xf-list-type="ul">1: The experience required for either class is multiplied by 2.5</li> <li data-xf-list-type="ul">2:The hit points gained at each level for each class are halved(this is retroactive. Both classes get to start with max hp at their L1 before the total is halved just because it will start working out after that first session</li> <li data-xf-list-type="ul">3: Proficiency bonus is equal to the bonus for the highest class minus the gap between it & the bonus for the lowest class.</li> <li data-xf-list-type="ul">4:gaining additional levels in the first class after dual classing with a second requires you to gain the 2.5x cost for the next level PLUS the missing part of the 2.5x multiplier for ALL prior levels. The alternative is dual classing can only be done at first level or if the back cost is ignored munchkiny incentives are introduced. <ul> <li data-xf-list-type="ul">For example: A lice has a level 10 PC with 64,000xp & would need an additional 21,000 to reach level 11. She instead decides to take 6 levels of a second class for 35000xp as a goal. In order to resume taking levels in the first class she would need to gain an additional 147,000xp. </li> <li data-xf-list-type="ul">Bob chooses to dual class at level 1 & begins with the usual +2 proficiency but half the max HD hit points hit points of both classes. He will need 450xp to get 2/1 2250xp for 3/1 or 900xp for 2/2</li> </ul></li> <li data-xf-list-type="ul">5: [<strong>edit:</strong> not sure about spell slots: My first thought is prep & cast them separate 3.x style. The alternatives of no dual classing casters & stacking both sides seem needlessly restrictive & inviting problems from the pressure to dual class for max gain returning]</li> </ul><p>[/spoiler]</p><p>and <a href="https://docs.google.com/spreadsheets/d/1_gDYbw6DqunJBNsQLCeagpvltvhedw_NwuOBJOzwRcc/edit?usp=sharing" target="_blank"><strong>here</strong></a> is an interactive spreadsheet doodle with vlookups for seeing it inaction. The 2.5 multiplier might be a bit high but lowering it starts introducing extreme incentive to dual class & a need to go back towards the 2e style combo specific rules because of how the unmodified exp targets grow so quickly as levels advance. Yes these rules could result in a lot of saves but it seemed like leaving them <em>might</em> be a fair trade, I'm not sure what to do about skills but allowing both might be ok given the reduced rate of advancememt & reduced proficiency bonus over a single class pc</p><p></p><p></p><p>The current MC system of extreme permissive extreme flexibility that 5e has in place as the exclusive method is a big part of the reason why suggesting or attempting to alter it results in phrases like like "<a href="https://www.enworld.org/threads/how-to-fix-multiclassing.693195/post-8828563" target="_blank">Punish</a>" "<a href="https://www.enworld.org/threads/how-to-fix-multiclassing.693195/post-8828991" target="_blank">dishonest</a>" "<a href="https://www.enworld.org/threads/how-to-fix-multiclassing.693195/post-8830420" target="_blank">boring instead of fun</a>" being hurled at a GM, having an alternate method would change that and <em>gasp</em> open up new routes for character customization.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8830809, member: 93670"] I agree (and remember) that they were built for a very different game even in 2e so a new version would need some fairly significant changes to shift away from the combo specific rules & maintain the benefits of existing MC without giving up the benefits of an alternate method people might actually use. [spoiler="For example"] My rough draft "this looks maybe more solid than jello" stab at it is this. Dual classed characters can take levels in two different classes. Once doing so they are subject to the following mathy shifts: [LIST] [*]1: The experience required for either class is multiplied by 2.5 [*]2:The hit points gained at each level for each class are halved(this is retroactive. Both classes get to start with max hp at their L1 before the total is halved just because it will start working out after that first session [*]3: Proficiency bonus is equal to the bonus for the highest class minus the gap between it & the bonus for the lowest class. [*]4:gaining additional levels in the first class after dual classing with a second requires you to gain the 2.5x cost for the next level PLUS the missing part of the 2.5x multiplier for ALL prior levels. The alternative is dual classing can only be done at first level or if the back cost is ignored munchkiny incentives are introduced. [LIST] [*]For example: A lice has a level 10 PC with 64,000xp & would need an additional 21,000 to reach level 11. She instead decides to take 6 levels of a second class for 35000xp as a goal. In order to resume taking levels in the first class she would need to gain an additional 147,000xp. [*]Bob chooses to dual class at level 1 & begins with the usual +2 proficiency but half the max HD hit points hit points of both classes. He will need 450xp to get 2/1 2250xp for 3/1 or 900xp for 2/2 [/LIST] [*]5: [[B]edit:[/B] not sure about spell slots: My first thought is prep & cast them separate 3.x style. The alternatives of no dual classing casters & stacking both sides seem needlessly restrictive & inviting problems from the pressure to dual class for max gain returning] [/LIST] [/spoiler] and [URL='https://docs.google.com/spreadsheets/d/1_gDYbw6DqunJBNsQLCeagpvltvhedw_NwuOBJOzwRcc/edit?usp=sharing'][B]here[/B][/URL] is an interactive spreadsheet doodle with vlookups for seeing it inaction. The 2.5 multiplier might be a bit high but lowering it starts introducing extreme incentive to dual class & a need to go back towards the 2e style combo specific rules because of how the unmodified exp targets grow so quickly as levels advance. Yes these rules could result in a lot of saves but it seemed like leaving them [I]might[/I] be a fair trade, I'm not sure what to do about skills but allowing both might be ok given the reduced rate of advancememt & reduced proficiency bonus over a single class pc The current MC system of extreme permissive extreme flexibility that 5e has in place as the exclusive method is a big part of the reason why suggesting or attempting to alter it results in phrases like like "[URL='https://www.enworld.org/threads/how-to-fix-multiclassing.693195/post-8828563']Punish[/URL]" "[URL='https://www.enworld.org/threads/how-to-fix-multiclassing.693195/post-8828991']dishonest[/URL]" "[URL='https://www.enworld.org/threads/how-to-fix-multiclassing.693195/post-8830420']boring instead of fun[/URL]" being hurled at a GM, having an alternate method would change that and [I]gasp[/I] open up new routes for character customization. [/QUOTE]
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