Keenath said:
For a single classed character, you used to just look up one of twelve tables. Now, you look up the one table, and add your class-based bonus. That's marginally harder.
For a multi-classed character, you used to look up the appropriate tables, and add the results. Now, you look up the one table, and the appropriate bonuses, determine which is the best bonus, and add that. That's marginally harder.
It's actually much simpler using the SWSE defense method (which I strongly suspect is how attack works in 4e, too) -- Everyone gets the same 1/2 progression, and then you add a number based on your class selections. If you have more than one class, you use only the best bonuses -- so, for example, if you have a level of Fighter that gives you +3 attack, +2 Fortitude, and +0 for the other defenses, and you take a level of wizard (+1 attack, +3 Will), then your totals are +3 attack, +2 fort, +0 reflex, and +3 will. You don't have to do any weird stacking math; you just look at all your classes and ask, "What's the best Attack bonus of all of them? What's the best Reflex bonus?" etc.
But that
is stacking math! In this case, class bonuses don't stack.
Moreover, that's a one time calculation. You never have to make it again unless you add a level of a new class. Your class bonuses don't change every time you level up. Frankly, that's much simpler than 3e's multiclassing rules, where you practically need a calculator to work out what your BAB is if you start mixing progressions.
The old way, you just had to check whether the numbers on the class you were adding had gone up. The new way, you have to check whether the numbers on the master table have gone up
and check if your new class has better bonuses than the old.
For a single classed character, or a multi-classed character taking the 2nd or subsequent level in his existing class, the new way is very marginally better than the old. For a multi-classed character taking his first level in a new class, the old way is very definately better.
Moreover, the above assumes that it is, indeed, a one-time calculation. If the Rogue gets a +2 Reflex at 1st level, which increased to +2 at 5th and +3 at 10th, then that's three times he has to do the calculation. On those levels, and for single classed characters, that's marginally tougher than the current rules. For multi-classed characters, however, it becomes just a bit tougher.
(It should be noted that 4e will probably feature far fewer multi-classed characters than 3e, due to the replacement of Prestige Classes with Paragon Paths and Epic Destinies. The 3e paradigm probably favours the old rules rather more strongly that the 4e one will - it's not clear how much of an effect that would have, of course.)
Anyway, there's really not much in it. Especially since levelling up is really not something that gets done all that often in the course of a campaign, and adding the fixed bonuses is such a small part when compared with selecting just the right feat/spell/skill.
Example: If you have 1 level of rogue and 1 level of wizard, what's your BAB? If you add up the numbers on the charts, you get +0, but if you add the fractional values of the progression, you'd be at +1. Now, quick -- what's your BAB if you have ten levels of rogue and five of wizard? (Answer: +10 if your DM count fractions, and +9 if he won't.)
Counting fractions is a House Rule. If I house rule THAC0 back into 4e, can I claim that the whole system is inherently clunky and awkward?
Without the fraction counting, it's dead simple: look up the Rogue table, look up the Wizard table, and add. In 4e, I have to look up the Master table (okay, that's trivial - but so is the Wizard BAB in 3e), look up the Rogue bonus, look up the Wizard bonus, and add
one of the two bonuses to the BAB.