I forget if I ever posted this idea or not: if I did, it was gobbled up by the Great Crash, though. I had an idea a while back, and a recent discussions reminded me of it, so I trhought I'd throw it out to ENEorld to discuss.
More than a few people have noted that Favoured Classes, as they stand, don't so much encourage archetypal characters as they do multiclassing in the vicinity of those archetypes. There's no in game benefit for being a pure-classed member of your favoured class, but there is a benefit for being a member of another class who splashes into your favoured class or vice versa. Especially when there aren't as many incentives in the stats of the race for the favoured class as there ought to be (Helloooooooooo, Elf Wizard!) it can render it an irrelevancy to play.
Now, some people quite like the freedom 3.X offers with class choices, and to be honest I'm usually one of them. I like being able to play a Halfling Paladin, Half-Orc Monk or Dwarf Wizard/Cleric/Mystic Theurge without encountering the old hurdles of level limits - but I do know that some people don't like the fact that this can often lead to parties full of odd class choices, and like a more "classic" game where you know most Elves can cast arcane spells, most Halflings can find traps and what have you.
So, the basic of my idea was to use the Gestalt rules, and limit character advancement so that you must take at least one Gestalt class in your favoured class: so a Halfling character can be a Rogue/Fighter, a Rogue/Cleric or whatever, but one MUST be a Rogue. You could make it and/or using Racial Paragon classes as well: so you could be a Elf Wizard/Elf Paragon, an Elf Wizard/Fighter or an Elf Sorcerer/Elf Paragaon, but not an Elf Fighter/Sorcerer.
Arguably, this doesn't really fix the problem: now you can't even choose to be "just a wizard" but have to take levels in something else as well! But I dunno if in play that would be disasterous: an Elf could take Fighter/Wizard and play like a BD&D Elf, or take Wizard/Sorcerer to be a "pure spellcaster". For most classes, splashing in Fighter, Rogue or Wizard/Sorcerer wouldn't break your characterisatiuon: and if you use the Paragon classes instead, you could worry about that even less, since the flexibility increases.
In the case of "Any" classes, some people who use many alternate base classes might find they become a lot more powerful, since only they can be Favoured Souls/Totemists or Truenamers/Warlocks or whatever. You might want to tell the player to pick a class or two on character creation, and those are the ones he's "stuck with".
Now, I do know that this requires using the Gestalt rules and thusly upping the power level and complexity (as well as potential MAD) of PCs: and also, that Substitution levels have been included iun recent books as a patch to this exact problem. It's just something I wanted to share, and since another (now lost) post I madewith a random game mechanic went down well, I'm hoping I'l;l get my ego stroked over this one as well. ;-)
More than a few people have noted that Favoured Classes, as they stand, don't so much encourage archetypal characters as they do multiclassing in the vicinity of those archetypes. There's no in game benefit for being a pure-classed member of your favoured class, but there is a benefit for being a member of another class who splashes into your favoured class or vice versa. Especially when there aren't as many incentives in the stats of the race for the favoured class as there ought to be (Helloooooooooo, Elf Wizard!) it can render it an irrelevancy to play.
Now, some people quite like the freedom 3.X offers with class choices, and to be honest I'm usually one of them. I like being able to play a Halfling Paladin, Half-Orc Monk or Dwarf Wizard/Cleric/Mystic Theurge without encountering the old hurdles of level limits - but I do know that some people don't like the fact that this can often lead to parties full of odd class choices, and like a more "classic" game where you know most Elves can cast arcane spells, most Halflings can find traps and what have you.
So, the basic of my idea was to use the Gestalt rules, and limit character advancement so that you must take at least one Gestalt class in your favoured class: so a Halfling character can be a Rogue/Fighter, a Rogue/Cleric or whatever, but one MUST be a Rogue. You could make it and/or using Racial Paragon classes as well: so you could be a Elf Wizard/Elf Paragon, an Elf Wizard/Fighter or an Elf Sorcerer/Elf Paragaon, but not an Elf Fighter/Sorcerer.
Arguably, this doesn't really fix the problem: now you can't even choose to be "just a wizard" but have to take levels in something else as well! But I dunno if in play that would be disasterous: an Elf could take Fighter/Wizard and play like a BD&D Elf, or take Wizard/Sorcerer to be a "pure spellcaster". For most classes, splashing in Fighter, Rogue or Wizard/Sorcerer wouldn't break your characterisatiuon: and if you use the Paragon classes instead, you could worry about that even less, since the flexibility increases.
In the case of "Any" classes, some people who use many alternate base classes might find they become a lot more powerful, since only they can be Favoured Souls/Totemists or Truenamers/Warlocks or whatever. You might want to tell the player to pick a class or two on character creation, and those are the ones he's "stuck with".
Now, I do know that this requires using the Gestalt rules and thusly upping the power level and complexity (as well as potential MAD) of PCs: and also, that Substitution levels have been included iun recent books as a patch to this exact problem. It's just something I wanted to share, and since another (now lost) post I madewith a random game mechanic went down well, I'm hoping I'l;l get my ego stroked over this one as well. ;-)