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Community
General Tabletop Discussion
*Dungeons & Dragons
IMHO level progression is too fast
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<blockquote data-quote="Lanefan" data-source="post: 6363038" data-attributes="member: 29398"><p>It only messes up milti-classing if you're using additive levels (as in 3e) as opposed to side-by-side levels like a RAW Elf F-MU could do in 1e. I don't even want to think what happens if someone tries a 4-class or 5-class wonder like some 3e builds; fortunately I don't have to worry about this as I just ban having any more than 2 classes in a character.</p><p></p><p>If you're using side-by-side levels it's easy in fact to let your players assign what % of their earned XP goes to each class; and each class bumps whenever it bumps. Another way to do it that simplifies the math is to add together the bump points and just put all the earned xp in one bucket, and the classes both bump at the same time. Example: a starting Thief-MU where Thief needs 1250 to bump and MU needs 2200; adding those gives 3450 thus when you've got 3450 xp you bump on both sides (so now 2-2; and need to train both sides, expensive!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But yes, this doesn't work at all in a 3e-like system where thigns like BAB, saves, etc. all stack rather than just take the best.</p><p></p><p>As for slowing down advancement, I'm all for it; but watch out if the game system assumes any sort of wealth-by-level as part of its underlying math - if you slow down advanacement but want to stay true to WBL your players aren't going to find very much treasure; and that's no fun at all!</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6363038, member: 29398"] It only messes up milti-classing if you're using additive levels (as in 3e) as opposed to side-by-side levels like a RAW Elf F-MU could do in 1e. I don't even want to think what happens if someone tries a 4-class or 5-class wonder like some 3e builds; fortunately I don't have to worry about this as I just ban having any more than 2 classes in a character. If you're using side-by-side levels it's easy in fact to let your players assign what % of their earned XP goes to each class; and each class bumps whenever it bumps. Another way to do it that simplifies the math is to add together the bump points and just put all the earned xp in one bucket, and the classes both bump at the same time. Example: a starting Thief-MU where Thief needs 1250 to bump and MU needs 2200; adding those gives 3450 thus when you've got 3450 xp you bump on both sides (so now 2-2; and need to train both sides, expensive!) :) But yes, this doesn't work at all in a 3e-like system where thigns like BAB, saves, etc. all stack rather than just take the best. As for slowing down advancement, I'm all for it; but watch out if the game system assumes any sort of wealth-by-level as part of its underlying math - if you slow down advanacement but want to stay true to WBL your players aren't going to find very much treasure; and that's no fun at all! Lanefan [/QUOTE]
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Community
General Tabletop Discussion
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IMHO level progression is too fast
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