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Multiclass in 5E
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<blockquote data-quote="MoonSong" data-source="post: 5998617" data-attributes="member: 6689464"><p>But XP manipulation is needlessly complicated. Stacking of levels may lead to weaker characters, but it is very simple to grasp, I know there are concerns that "not every level is worth the same" (and I'm aware of them, like the infamous Fighter 3 vs Wizard 3 in third edition), but go too far with that assumption and suddenly multiclass becomes broken (like the multiclass system of certain "so-called-rpg" in which at certain point it takes way more xp to raise a high level class further than to rise a brand new class from nothing into an equal or almost equal level). </p><p>I really like the stack level approach from third edition, and it would be a shame to lose it on balance grounds, specially since the designers have told they were working on a less front-loaded approach, it is impossible to quantiffy the power level of a certain level, because many factors have to be taken into account, and they are different from table to table, including playstyle, pace and allowed materials (for example the healer class is way better at provide healing than clerics, unless you allow complete divine or spell compendium, at which point it becomes awfully bad at it), it cannot be measured in absolutes, any attempt to implement a "balanced" solution based on those grounds becomes arbitrary, and risks being very lennient with certain classes and very draconian with others, notice that the simple stack by level already suffers from those two points, but at least is simple enough, any further mechanical thinkering like the proppossed above will add complexity for no visible benefit other than increasing the power of certain combos, but will truly solve nothing .</p></blockquote><p></p>
[QUOTE="MoonSong, post: 5998617, member: 6689464"] But XP manipulation is needlessly complicated. Stacking of levels may lead to weaker characters, but it is very simple to grasp, I know there are concerns that "not every level is worth the same" (and I'm aware of them, like the infamous Fighter 3 vs Wizard 3 in third edition), but go too far with that assumption and suddenly multiclass becomes broken (like the multiclass system of certain "so-called-rpg" in which at certain point it takes way more xp to raise a high level class further than to rise a brand new class from nothing into an equal or almost equal level). I really like the stack level approach from third edition, and it would be a shame to lose it on balance grounds, specially since the designers have told they were working on a less front-loaded approach, it is impossible to quantiffy the power level of a certain level, because many factors have to be taken into account, and they are different from table to table, including playstyle, pace and allowed materials (for example the healer class is way better at provide healing than clerics, unless you allow complete divine or spell compendium, at which point it becomes awfully bad at it), it cannot be measured in absolutes, any attempt to implement a "balanced" solution based on those grounds becomes arbitrary, and risks being very lennient with certain classes and very draconian with others, notice that the simple stack by level already suffers from those two points, but at least is simple enough, any further mechanical thinkering like the proppossed above will add complexity for no visible benefit other than increasing the power of certain combos, but will truly solve nothing . [/QUOTE]
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