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<blockquote data-quote="Emberashh" data-source="post: 9092570" data-attributes="member: 7040941"><p>An addendum to the new Advancement system will be the addition of multiclassing <em>and</em> multi-subclassing. </p><p></p><p>Overall, how Advancement will work:</p><p></p><p>1. Players earn Skill Points by using their skills; atm, the rate is roughly 1/4, or about 25 points every 100 rolls made. Rolling 1s, 5s, 10s, 15s, or 20s gets you at least 1 SP, with 1s and 20s granting 2. </p><p></p><p>2. Skill Points can be spent instantly on Perks or on a Skill Increase.</p><p></p><p>3. Every 10 Skill Increases earned grants a Class Level, which can be spent on one of the three ability chains, or can be retained to Multiclass. A Class Level can be spent on a players Initial Class by Resting (Sleeping) for at least 6 hours. </p><p></p><p>4. To Multiclass (and multisubclass) costs double for the second, triple for the third, and so on, and this increase in cost will correlate to the order you take these in. If you take a second subclass, that will cost double, but then taking a Multiclass will cost triple. Taking another multiclass will cost quadruple. And so on. </p><p></p><p>5. To take Multiclass levels, a player must also engage in the Skill Shift mechanic. This is normally used to shift skill points around as the player desires, costing downtime for training, practice, etc. This costs approximately a day per skill point shifted, and as such, taking a Multiclass will induce a downtime cost in days equal to the number of skill points required to earn the Class Levels you're using to Multiclass. </p><p></p><p>Ie, everytime you want to add another level to your Second Class or Subclass, you'll be spending 20 days to do it. If you for some reason are on your 6th Class or Subclass, you'll be spending 60 days to do it. Multiclasses will also still be gated by Skill Reqs. </p><p></p><p>With an overall cap of 1,536 Skill Points, the most a player could have if they've managed to max out every single skill is around 2 and a half full classes, which is about right. If a character has persisted long enough to do that, they will generally be at a level where the things they face will be about as powerful. </p><p></p><p>But ultimately, no matter how many classes you take or skills you max out, you won't be able to gain more Energy than the game allows for, meaning while youll be extremely versatile, you won't have the resources to bring that versatility to bear often enough to be unwieldy. Not to mention the general unweildy nature of going that far down the rabbit hole, not just mechanically but even narratively. It might be fun to try and optimize your way towards horrendous levels of power, but that will weigh considerably on how easy your character will be to run and to roleplay as.</p><p></p><p>And its on that basis that I don't see an issue with allowing the level of insanity I just described. Theres enough freedom to allow for some creative character building (especially given the large class and subclass list), but between the cost to make it happen and its impact on fun if you try to go too far, it should regulate itself fairly well.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9092570, member: 7040941"] An addendum to the new Advancement system will be the addition of multiclassing [I]and[/I] multi-subclassing. Overall, how Advancement will work: 1. Players earn Skill Points by using their skills; atm, the rate is roughly 1/4, or about 25 points every 100 rolls made. Rolling 1s, 5s, 10s, 15s, or 20s gets you at least 1 SP, with 1s and 20s granting 2. 2. Skill Points can be spent instantly on Perks or on a Skill Increase. 3. Every 10 Skill Increases earned grants a Class Level, which can be spent on one of the three ability chains, or can be retained to Multiclass. A Class Level can be spent on a players Initial Class by Resting (Sleeping) for at least 6 hours. 4. To Multiclass (and multisubclass) costs double for the second, triple for the third, and so on, and this increase in cost will correlate to the order you take these in. If you take a second subclass, that will cost double, but then taking a Multiclass will cost triple. Taking another multiclass will cost quadruple. And so on. 5. To take Multiclass levels, a player must also engage in the Skill Shift mechanic. This is normally used to shift skill points around as the player desires, costing downtime for training, practice, etc. This costs approximately a day per skill point shifted, and as such, taking a Multiclass will induce a downtime cost in days equal to the number of skill points required to earn the Class Levels you're using to Multiclass. Ie, everytime you want to add another level to your Second Class or Subclass, you'll be spending 20 days to do it. If you for some reason are on your 6th Class or Subclass, you'll be spending 60 days to do it. Multiclasses will also still be gated by Skill Reqs. With an overall cap of 1,536 Skill Points, the most a player could have if they've managed to max out every single skill is around 2 and a half full classes, which is about right. If a character has persisted long enough to do that, they will generally be at a level where the things they face will be about as powerful. But ultimately, no matter how many classes you take or skills you max out, you won't be able to gain more Energy than the game allows for, meaning while youll be extremely versatile, you won't have the resources to bring that versatility to bear often enough to be unwieldy. Not to mention the general unweildy nature of going that far down the rabbit hole, not just mechanically but even narratively. It might be fun to try and optimize your way towards horrendous levels of power, but that will weigh considerably on how easy your character will be to run and to roleplay as. And its on that basis that I don't see an issue with allowing the level of insanity I just described. Theres enough freedom to allow for some creative character building (especially given the large class and subclass list), but between the cost to make it happen and its impact on fun if you try to go too far, it should regulate itself fairly well. [/QUOTE]
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