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I Have A Problem With 3E
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<blockquote data-quote="tvknight415" data-source="post: 3220620" data-attributes="member: 40450"><p><strong>Multi-classing</strong></p><p></p><p>The one thing I've set on multi-classing is to keep it interesting, yet limit it. Basically, I divide the classes into several "groups" and PC's can only take one class per group. Here's my current breakdown (with the classes I will allow - classes that appear twice lock out both categories):</p><p></p><p>Warrior: Barbarian, Fighter, Swashbuckler, Knight</p><p>Divine: Cleric, Druid, Favored Soul</p><p>Arcane: Sorcerer, Wizard</p><p>Skills: Bard, Rogue, Scout, Monk</p><p>Warrior & Divine: Paladin, Ranger</p><p>Arcane & Skills: Bard</p><p>Warrir & Skills: Marshall</p><p></p><p>My rationale is that this will help reduce the power/metagaming by not letting each PC trip themselves out by stacking class features that were meant to make the classes more unique (no raging weapon specialists) without crimping PC's who want to build a true multi-class Figher/Magic User/Cleric a la the older editions. PC's can make themselves imitate other classes with skill and feat choices (barbarian can take ranks in etiquette and negotiator feat to make himself more 'courtly' but will always be a barbarian at heart). Exceptions can be made by major events in a campagin (a paladin who renounces his arms may be allowed to multi-class as a cleric, but if he violates his renouncement of arms would lose his clerical abilities).</p><p></p><p>Also, I actually strip the mechanical requirements of PrCs, and make them earn the classes through role-playing, rather than character build. If a PC torques off a priest of the church, the gossip will prevent him from getting into the order of radiant servants no matte how good he is with his religion and healing. They still have to have some degree of skill in required skills & feats, but not a fixed number.</p><p></p><p>Eric</p></blockquote><p></p>
[QUOTE="tvknight415, post: 3220620, member: 40450"] [b]Multi-classing[/b] The one thing I've set on multi-classing is to keep it interesting, yet limit it. Basically, I divide the classes into several "groups" and PC's can only take one class per group. Here's my current breakdown (with the classes I will allow - classes that appear twice lock out both categories): Warrior: Barbarian, Fighter, Swashbuckler, Knight Divine: Cleric, Druid, Favored Soul Arcane: Sorcerer, Wizard Skills: Bard, Rogue, Scout, Monk Warrior & Divine: Paladin, Ranger Arcane & Skills: Bard Warrir & Skills: Marshall My rationale is that this will help reduce the power/metagaming by not letting each PC trip themselves out by stacking class features that were meant to make the classes more unique (no raging weapon specialists) without crimping PC's who want to build a true multi-class Figher/Magic User/Cleric a la the older editions. PC's can make themselves imitate other classes with skill and feat choices (barbarian can take ranks in etiquette and negotiator feat to make himself more 'courtly' but will always be a barbarian at heart). Exceptions can be made by major events in a campagin (a paladin who renounces his arms may be allowed to multi-class as a cleric, but if he violates his renouncement of arms would lose his clerical abilities). Also, I actually strip the mechanical requirements of PrCs, and make them earn the classes through role-playing, rather than character build. If a PC torques off a priest of the church, the gossip will prevent him from getting into the order of radiant servants no matte how good he is with his religion and healing. They still have to have some degree of skill in required skills & feats, but not a fixed number. Eric [/QUOTE]
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