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Multiclassing...AGAIN?
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<blockquote data-quote="Crazy Jerome" data-source="post: 6016768" data-attributes="member: 54877"><p>Well, low-level "slumming" is something you can never totally avoid unless you put arbitrary limits on multiclassing. This is true no matter what mechanics you use, though of course social contract can dictate those limits too. That is, even if I come up with a mechanical solution that satisfies me, the numbers may not exactly satisfy you, and vice versa. </p><p> </p><p>That said, I think the key to hitting near the mark for what D&D has traditionally tried to be is to make an experience progression that does not increase very rapidly. Certainly, you do not want the AD&D 1st through name level rate, as that practically forces "slumming" if no other limits are present (such as were, obviously, in AD&D). For this, the 3E XP chart might be pretty close to correct, though I think a slightly smaller increase would work even better. I find it highly ironic that the 3E rate works better for mechanically unrestrained AD&D-style multiclassing, but no one seems to want to try it. (I'm repeating myself from earlier topics, here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p> </p><p>Moreover, you can cut out a lot of problems by simply having a "level zero" that is "all that early stuff the character did to be able to take level 1"--and then not charge for it on the first class. When growing up, you get to level 1 for free in one class, but anything else has a starting cost. Or if you want to abstract it formally (without the level zero), you have an XP chart that looks something like this (totals, since that works best with the OP's proposal):</p><p> </p><p>Level 1 - 5,000 XP</p><p>Level 2 - 6,000 XP (+1000)</p><p>Level 3 - 7,500 XP (+1500)</p><p>Level 4 - 9,500 XP (+2000)</p><p>etc.</p><p> </p><p>Or let's kill a few zeroes (adjust monster XP to match), and try another rate:</p><p> </p><p>Level 1 - 300 XP</p><p>Level 2 - 400 XP (+100)</p><p>Level 3 - 600 XP (+200)</p><p>Level 4 - 900 XP (+300)</p><p>etc.</p><p> </p><p>Using that latter table, Level 8 is 3,100 XP, while Level 9 is 3,900 XP. Dipping into another 1st level class costs you almost half of what you need to go from 8th to 9th in your main one, and spending that full 800 XP on your new class gets you 2 levels and halfway to 3rd. It's probably worth doing once, eventually, but I'm not sure very many people will find the 3rd class very enticing. And it does hurt with no stacking.</p><p> </p><p>Of course, a better way to handle that, since everyone wants a different amount of multiclassing, is to set up the chart with the a fairly flat progression, but explicitly charge that premium for "level zero"--and encourage groups to change the amount of the premium, with some guidelines of what this means. Upping the premium discourages slumming. Downing the premium encourages character diversity. It's all in what you want. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6016768, member: 54877"] Well, low-level "slumming" is something you can never totally avoid unless you put arbitrary limits on multiclassing. This is true no matter what mechanics you use, though of course social contract can dictate those limits too. That is, even if I come up with a mechanical solution that satisfies me, the numbers may not exactly satisfy you, and vice versa. That said, I think the key to hitting near the mark for what D&D has traditionally tried to be is to make an experience progression that does not increase very rapidly. Certainly, you do not want the AD&D 1st through name level rate, as that practically forces "slumming" if no other limits are present (such as were, obviously, in AD&D). For this, the 3E XP chart might be pretty close to correct, though I think a slightly smaller increase would work even better. I find it highly ironic that the 3E rate works better for mechanically unrestrained AD&D-style multiclassing, but no one seems to want to try it. (I'm repeating myself from earlier topics, here. :D) Moreover, you can cut out a lot of problems by simply having a "level zero" that is "all that early stuff the character did to be able to take level 1"--and then not charge for it on the first class. When growing up, you get to level 1 for free in one class, but anything else has a starting cost. Or if you want to abstract it formally (without the level zero), you have an XP chart that looks something like this (totals, since that works best with the OP's proposal): Level 1 - 5,000 XP Level 2 - 6,000 XP (+1000) Level 3 - 7,500 XP (+1500) Level 4 - 9,500 XP (+2000) etc. Or let's kill a few zeroes (adjust monster XP to match), and try another rate: Level 1 - 300 XP Level 2 - 400 XP (+100) Level 3 - 600 XP (+200) Level 4 - 900 XP (+300) etc. Using that latter table, Level 8 is 3,100 XP, while Level 9 is 3,900 XP. Dipping into another 1st level class costs you almost half of what you need to go from 8th to 9th in your main one, and spending that full 800 XP on your new class gets you 2 levels and halfway to 3rd. It's probably worth doing once, eventually, but I'm not sure very many people will find the 3rd class very enticing. And it does hurt with no stacking. Of course, a better way to handle that, since everyone wants a different amount of multiclassing, is to set up the chart with the a fairly flat progression, but explicitly charge that premium for "level zero"--and encourage groups to change the amount of the premium, with some guidelines of what this means. Upping the premium discourages slumming. Downing the premium encourages character diversity. It's all in what you want. ;) [/QUOTE]
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