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Multiclass Spellcasting in 4e
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<blockquote data-quote="Michael Tree" data-source="post: 888348" data-attributes="member: 1455"><p>Kamikaze, it would indeed require an overhaul of the classes. It's a pretty big change, and would need a lot of playtesting to get right. </p><p></p><p>The paladin problem wouldn't be a problem though: Only start giving Paladins "Spells/Day" bonuses at 4th level, then every other level afterward.</p><p></p><p>The caster level progression is only weird if you think of it as magical training. It makes more sence if you think of it as innate power, which even non-spellcasting classes develop in the same way that all classes develop stronger Wills and battlefield toughness (hit points), regardless of whether they train in them.</p><p></p><p>A 0-level character who gains a level of wizard is very different from, say, a 5th level fighter who gains a level of wizard. They have the same amount of magical training and knowledge (represented by spells/day and spells known), but the fighter has lived through a lot more, including surviving against magical beings, and has a lot more innate life-force than the beginning character.</p><p></p><p></p><p>Indeed, and that's a tricky problem to solve. I'm curious how Arcana Unearthed will balance all their different classes, since they all have more flexibility.</p><p></p><p>If AU's spellcasting system is used, Sorcerers could be re-balanced by giving them the same spells/day as a wizard (rather than the larger number of spells/day that they currently have), combined with Charisma as their casting attribute, and some class abilities that fit the flavor of "innate power" instead of the Wizard's bonus feats. I've heard that the AU GM screen will have conversions of the PH classes to the AU system, which could be very useful insight here.</p><p></p><p>I originally wrote this system suggestion for Arcana Unearthed, with which it doesn't have the same problems as D&D, since all classes in AU use the same basic spell list, and cast spells in the same way. The unique spells of each class, such as the Magister's complex spells, and the greenbond's plant spells, would be handled with class abilities, similarly to Clerical domains above.</p></blockquote><p></p>
[QUOTE="Michael Tree, post: 888348, member: 1455"] Kamikaze, it would indeed require an overhaul of the classes. It's a pretty big change, and would need a lot of playtesting to get right. The paladin problem wouldn't be a problem though: Only start giving Paladins "Spells/Day" bonuses at 4th level, then every other level afterward. The caster level progression is only weird if you think of it as magical training. It makes more sence if you think of it as innate power, which even non-spellcasting classes develop in the same way that all classes develop stronger Wills and battlefield toughness (hit points), regardless of whether they train in them. A 0-level character who gains a level of wizard is very different from, say, a 5th level fighter who gains a level of wizard. They have the same amount of magical training and knowledge (represented by spells/day and spells known), but the fighter has lived through a lot more, including surviving against magical beings, and has a lot more innate life-force than the beginning character. Indeed, and that's a tricky problem to solve. I'm curious how Arcana Unearthed will balance all their different classes, since they all have more flexibility. If AU's spellcasting system is used, Sorcerers could be re-balanced by giving them the same spells/day as a wizard (rather than the larger number of spells/day that they currently have), combined with Charisma as their casting attribute, and some class abilities that fit the flavor of "innate power" instead of the Wizard's bonus feats. I've heard that the AU GM screen will have conversions of the PH classes to the AU system, which could be very useful insight here. I originally wrote this system suggestion for Arcana Unearthed, with which it doesn't have the same problems as D&D, since all classes in AU use the same basic spell list, and cast spells in the same way. The unique spells of each class, such as the Magister's complex spells, and the greenbond's plant spells, would be handled with class abilities, similarly to Clerical domains above. [/QUOTE]
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