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How to fix multiclassing?
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<blockquote data-quote="Pauln6" data-source="post: 8832672" data-attributes="member: 6777422"><p>It is true, it wasn't until Unearthed Arcana that single-classed character got a 2 level boost to their limit and high ability scores could give you a bit more of a bump to the cap. Female halfling fighters, also hemmed in by strength caps, topped out at level 7, I think. That said, at the time, with the exception of elven wizards, and half-orc and dwarf fighters, it largely made sense, being based broadly off what we saw in Tolkien but with de-powered elves. Demi-humans did get front loaded benefits to attack rolls or saves that gave them advantages plus single class weapon specialisation, helped balance things for fighters. The power curve was so much shallower for non-casters that demi-humans managed just fine and we saw maybe a 60/40 split in favour of multi-classing in our games, albeit many single classed builds were thieves or half-orc assassins who were not limited by caps. The power curve for casters was so much broader but in reality, almost no campaign even got to level 18 let alone 29. We never got beyond 12.</p><p></p><p>Obviously, the game is so much better balanced, and world logic, such as no 20 strength halflings, has given way to game mechanics to avoid limiting the fun of 'weird' people who think a halfling with strength 20 is 'cool' ;-p. So we now need to oscillate within that framework.</p><p></p><p>I feel strongly that multi-class characters SHOULD balance power for versatility and in that respect the system isn't bad and anyone who thinks multiclass characters should have cost-free access to everything a single cIassed character can have should and play in a corner with their own house rules where they are monarch of the universe. That said, I do think trade-offs should be available at a cost (such as feat buys). </p><p></p><p>I think it would be easier to fix overpowered synergies by adding specific caveats in the multiclassing rules, feats, or spell descriptions, and to fix underpowered combos via feats than to try and re-design the whole system. There are far fewer power combos that need to be tweaked than the other way round. The problem for spell conversion to smite damage is a problem with that class feature altogether rather than a multi-classing issue and even then, the issue is more about crit fishing, which can be resolved by adding a flat bonus to damage rather than extra dice.</p><p></p><p>For sneak attack cantrip stacking, could this be tackled by changing the spell description of Booming Blade to making it a melee spell attack with a weapon rather than a weapon attack [actually I think Tasha's already did this] and either adding caveats to the multi-classing rules for rogues that sneak attack damage to spell attacks with weapons is halved or possibly a feat? Similarly (although this maybe not be a problem if Eldritch Blast is now a class feature) cantrips obtained via a feat could have a slower damage progression for anyone who doesn't have levels in the class list from which that spell was taken?</p><p></p><p>For multi-class warlocks you could rule that paladin smite damage cannot be added to attacks with a weapon being used specifically as a pact blade (as opposed to a weapon that is also a pact blade being used as a weapon) which would lead to no multiple attacks unless you also have 5 levels of paladin and either charisma to attack with no smite damage vs strength to attack with smite damage?</p><p></p><p>I do think that there should be an alternate class feature to choose a skill and tool proficiency instead of multiple attacks at level 5 - not comparable but better than nothing.</p><p></p><p>I do think there should be feats to let (multiclass) casters (including warlocks - particularly pact of the tome warlocks - possibly even including mystic arcarnum) to learn/add a spell from their cast list of a level they can cast but no more than one per spell level.</p><p></p><p>I might even be down with feats that gives you access to specific class feature as if you were a higher level in one of your classes as long as your character level is high enough but I think that needs to apply to specific class features.</p></blockquote><p></p>
[QUOTE="Pauln6, post: 8832672, member: 6777422"] It is true, it wasn't until Unearthed Arcana that single-classed character got a 2 level boost to their limit and high ability scores could give you a bit more of a bump to the cap. Female halfling fighters, also hemmed in by strength caps, topped out at level 7, I think. That said, at the time, with the exception of elven wizards, and half-orc and dwarf fighters, it largely made sense, being based broadly off what we saw in Tolkien but with de-powered elves. Demi-humans did get front loaded benefits to attack rolls or saves that gave them advantages plus single class weapon specialisation, helped balance things for fighters. The power curve was so much shallower for non-casters that demi-humans managed just fine and we saw maybe a 60/40 split in favour of multi-classing in our games, albeit many single classed builds were thieves or half-orc assassins who were not limited by caps. The power curve for casters was so much broader but in reality, almost no campaign even got to level 18 let alone 29. We never got beyond 12. Obviously, the game is so much better balanced, and world logic, such as no 20 strength halflings, has given way to game mechanics to avoid limiting the fun of 'weird' people who think a halfling with strength 20 is 'cool' ;-p. So we now need to oscillate within that framework. I feel strongly that multi-class characters SHOULD balance power for versatility and in that respect the system isn't bad and anyone who thinks multiclass characters should have cost-free access to everything a single cIassed character can have should and play in a corner with their own house rules where they are monarch of the universe. That said, I do think trade-offs should be available at a cost (such as feat buys). I think it would be easier to fix overpowered synergies by adding specific caveats in the multiclassing rules, feats, or spell descriptions, and to fix underpowered combos via feats than to try and re-design the whole system. There are far fewer power combos that need to be tweaked than the other way round. The problem for spell conversion to smite damage is a problem with that class feature altogether rather than a multi-classing issue and even then, the issue is more about crit fishing, which can be resolved by adding a flat bonus to damage rather than extra dice. For sneak attack cantrip stacking, could this be tackled by changing the spell description of Booming Blade to making it a melee spell attack with a weapon rather than a weapon attack [actually I think Tasha's already did this] and either adding caveats to the multi-classing rules for rogues that sneak attack damage to spell attacks with weapons is halved or possibly a feat? Similarly (although this maybe not be a problem if Eldritch Blast is now a class feature) cantrips obtained via a feat could have a slower damage progression for anyone who doesn't have levels in the class list from which that spell was taken? For multi-class warlocks you could rule that paladin smite damage cannot be added to attacks with a weapon being used specifically as a pact blade (as opposed to a weapon that is also a pact blade being used as a weapon) which would lead to no multiple attacks unless you also have 5 levels of paladin and either charisma to attack with no smite damage vs strength to attack with smite damage? I do think that there should be an alternate class feature to choose a skill and tool proficiency instead of multiple attacks at level 5 - not comparable but better than nothing. I do think there should be feats to let (multiclass) casters (including warlocks - particularly pact of the tome warlocks - possibly even including mystic arcarnum) to learn/add a spell from their cast list of a level they can cast but no more than one per spell level. I might even be down with feats that gives you access to specific class feature as if you were a higher level in one of your classes as long as your character level is high enough but I think that needs to apply to specific class features. [/QUOTE]
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