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Is Multiclassing Balanced?
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<blockquote data-quote="Nonlethal Force" data-source="post: 2936062" data-attributes="member: 35788"><p>The only real solution to the probnlem - if you even think a problem exists - is to do away with classes. Use a % system for everything - sort of like warhammer. Set the base % at any number you'd like, but zero would be easiest. But at each level-up, a character gets X amount of points to increase any % they want. [For ease of thought, In my mind I assume most major changes (ability mods, caster levels, etc) would be tied into a step function that increases with every full 10% or 20% acquisition in a category]</p><p></p><p>So, you'd have STR, DEX, CON, INT, WIS, CHA, BAB, FORT, REFL, WILL, MUA, HP and possible a few more.</p><p></p><p>[MUA = Magic use ability] For example: At each level up a player gets 30% to divide up among those 12 % categories. [I simply picked 30 because 12/2 * 5 = 30, so that would allow a 5% increase for 6 of the categories at each level] A player could divide them however they wanted ... although you could certainly install a cap such as "no more than 10% on any category per level.</p><p></p><p>Every played would get a feat at every other level as per the fighter. All bonuses would have to be based off of a % system, although using something as simple as 0-9% (+0), 10-19 (+1), etc would work just fine. It'd need playtesting to figure out exactly. Instead of caster level, you now have a MUA which works at all times, and you could havecertain steps of the MUA % scale get so many points or level depending on whether you want a point system of a spell level system as now. Unless you split it up into AMUA and DMUA (for arcane/divine) you'd just create one huge list. I'm not sure that's a bad deal, though.</p><p></p><p>The thing with this system is that since it is a classless system and every gets % points to spread as they see fit ... but only enough points to increase half of their categories significantly at once it allows people to focus on what they want. If they wanted to increase HP, MUA, BAB at each of the levels that's fine ... but they've already used up three of their six 5% increases and haven't yet touched their saves or increasing any abilities.</p><p></p><p>Of course, that means that DCs would now move to a % die rather than a d20, but that'd be easily enough done.</p><p></p><p>Oh - and this is a simple idea off the top of my head. Please don't come along and be mean about finding holes in it ... because I admit I've put about 10 minutes of thought into it. It really did come off the top of my head.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 2936062, member: 35788"] The only real solution to the probnlem - if you even think a problem exists - is to do away with classes. Use a % system for everything - sort of like warhammer. Set the base % at any number you'd like, but zero would be easiest. But at each level-up, a character gets X amount of points to increase any % they want. [For ease of thought, In my mind I assume most major changes (ability mods, caster levels, etc) would be tied into a step function that increases with every full 10% or 20% acquisition in a category] So, you'd have STR, DEX, CON, INT, WIS, CHA, BAB, FORT, REFL, WILL, MUA, HP and possible a few more. [MUA = Magic use ability] For example: At each level up a player gets 30% to divide up among those 12 % categories. [I simply picked 30 because 12/2 * 5 = 30, so that would allow a 5% increase for 6 of the categories at each level] A player could divide them however they wanted ... although you could certainly install a cap such as "no more than 10% on any category per level. Every played would get a feat at every other level as per the fighter. All bonuses would have to be based off of a % system, although using something as simple as 0-9% (+0), 10-19 (+1), etc would work just fine. It'd need playtesting to figure out exactly. Instead of caster level, you now have a MUA which works at all times, and you could havecertain steps of the MUA % scale get so many points or level depending on whether you want a point system of a spell level system as now. Unless you split it up into AMUA and DMUA (for arcane/divine) you'd just create one huge list. I'm not sure that's a bad deal, though. The thing with this system is that since it is a classless system and every gets % points to spread as they see fit ... but only enough points to increase half of their categories significantly at once it allows people to focus on what they want. If they wanted to increase HP, MUA, BAB at each of the levels that's fine ... but they've already used up three of their six 5% increases and haven't yet touched their saves or increasing any abilities. Of course, that means that DCs would now move to a % die rather than a d20, but that'd be easily enough done. Oh - and this is a simple idea off the top of my head. Please don't come along and be mean about finding holes in it ... because I admit I've put about 10 minutes of thought into it. It really did come off the top of my head. [/QUOTE]
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