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Multiclassing and ECLs
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 1234215" data-attributes="member: 9249"><p>In the interest of smoothing out certain parts of the class system, I've worked out a houserule to control BAB progression. Classes that give less than full BAB progression give a fraction at each level, instead of a pattern of whole numbers, like so:</p><p></p><p>Ftr/Bbn/Pal/Rgr: +1 BAB/level</p><p>Clr/Brd/Rog/Drd: +3/4 BAB/level</p><p>Sor/Wiz : +1/2 BAB/level</p><p></p><p>Anything less than a full point of BAB is rounded down. So, a 1 Clr/1 Wiz, instead of having a BAB of 0 has +5/4 BAB, which is effectively +1. (I got the idea from d20 Modern, where almost no class has full BAB.)</p><p></p><p>--</p><p></p><p>The advancement chart in Chapter 3 of the PHB includes entries for Saving Throws, both Good and Poor.</p><p></p><p>Instead of stacking all saving throw bonuses (and allowing you to stack similar classes for huge bonuses, or take a level of Monk for a quick +2 to everything), you stack levels of Good and Poor saves.</p><p></p><p>A 1st level Fighter has 1 level of Good Fortitude and 1 level each of Poor Reflexes and Poor Will. If he added a level of Rogue, he'd then have 1 level of Good Fortitude, 1 level of Poor Fortitude, 1 level of Good Reflexes, 1 level of Poor Reflexes, and 2 levels of Poor Will. If he added a level of Ranger, he'd then have two levels of Good Fortitude and level of Poor Fortitude, two levels of Good Reflex and one level of Bad, and three levels of Poor Will.</p><p></p><p>Instead of having a +4 bonus to Fortitude, +4 Reflex, and +0 Will, he'd have +3 Fortitude, +3 Reflex, and +1 Will.</p><p></p><p>--</p><p></p><p> This one has been bothering me for some time-- the drastic difference in quality of racial HD for different creature types. Humanoid, Giant, and Plant worst of all, and Dragons and Outsiders better than most class levels. (Dragons and Outsiders also get a nasty boost out of Monk saving throws, though this is addressed above.)</p><p></p><p> Instead of counting racial HD towards ECL, your race HD contribute to your LA. Better hit dice count more towards level adjustment than worse. (This is similar to Urban Arcana ECL, as creatures with several HD only apply their level adjustment.)</p><p></p><p> I haven't settled the exact amounts, yet, but these are what I'm thinking of right now:</p><p></p><p> Humanoid, Giant, Plant, Aberration, Elemental, Ooze, Vermin: 1/2 level per HD</p><p> Animal, Magical Beast, Monstrous Humanoid, Fey: 1 level per HD</p><p> Dragon, Outsider: 1 1/2 level per HD</p><p></p><p>Constructs and Undead are odd, since they lack CON bonuses and have large lists of immunities. I am thinking that they could easily count as 1/2 level per HD, but they need an extra level adjustment for their resistances and immunities.</p><p></p><p> These level adjustments would of course be adjusted by special abilities, imbalanced ability scores, or the like. The intent is not to make most monstrous characters easier to play (some would have lower total ECL), but to make hit dice of different types more accurately their value.</p><p></p><p> Also, for Dragons and Outsiders, whose LA would be going up considerably, acid testing might be required to lower it back down to appropriate levels.</p><p></p><p>-- </p><p></p><p>Any opinions so far? Have I valued the creature types incorrectly? Any suggestions for the appropriate value of Construct/Undead HD?</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 1234215, member: 9249"] In the interest of smoothing out certain parts of the class system, I've worked out a houserule to control BAB progression. Classes that give less than full BAB progression give a fraction at each level, instead of a pattern of whole numbers, like so: Ftr/Bbn/Pal/Rgr: +1 BAB/level Clr/Brd/Rog/Drd: +3/4 BAB/level Sor/Wiz : +1/2 BAB/level Anything less than a full point of BAB is rounded down. So, a 1 Clr/1 Wiz, instead of having a BAB of 0 has +5/4 BAB, which is effectively +1. (I got the idea from d20 Modern, where almost no class has full BAB.) -- The advancement chart in Chapter 3 of the PHB includes entries for Saving Throws, both Good and Poor. Instead of stacking all saving throw bonuses (and allowing you to stack similar classes for huge bonuses, or take a level of Monk for a quick +2 to everything), you stack levels of Good and Poor saves. A 1st level Fighter has 1 level of Good Fortitude and 1 level each of Poor Reflexes and Poor Will. If he added a level of Rogue, he'd then have 1 level of Good Fortitude, 1 level of Poor Fortitude, 1 level of Good Reflexes, 1 level of Poor Reflexes, and 2 levels of Poor Will. If he added a level of Ranger, he'd then have two levels of Good Fortitude and level of Poor Fortitude, two levels of Good Reflex and one level of Bad, and three levels of Poor Will. Instead of having a +4 bonus to Fortitude, +4 Reflex, and +0 Will, he'd have +3 Fortitude, +3 Reflex, and +1 Will. -- This one has been bothering me for some time-- the drastic difference in quality of racial HD for different creature types. Humanoid, Giant, and Plant worst of all, and Dragons and Outsiders better than most class levels. (Dragons and Outsiders also get a nasty boost out of Monk saving throws, though this is addressed above.) Instead of counting racial HD towards ECL, your race HD contribute to your LA. Better hit dice count more towards level adjustment than worse. (This is similar to Urban Arcana ECL, as creatures with several HD only apply their level adjustment.) I haven't settled the exact amounts, yet, but these are what I'm thinking of right now: Humanoid, Giant, Plant, Aberration, Elemental, Ooze, Vermin: 1/2 level per HD Animal, Magical Beast, Monstrous Humanoid, Fey: 1 level per HD Dragon, Outsider: 1 1/2 level per HD Constructs and Undead are odd, since they lack CON bonuses and have large lists of immunities. I am thinking that they could easily count as 1/2 level per HD, but they need an extra level adjustment for their resistances and immunities. These level adjustments would of course be adjusted by special abilities, imbalanced ability scores, or the like. The intent is not to make most monstrous characters easier to play (some would have lower total ECL), but to make hit dice of different types more accurately their value. Also, for Dragons and Outsiders, whose LA would be going up considerably, acid testing might be required to lower it back down to appropriate levels. -- Any opinions so far? Have I valued the creature types incorrectly? Any suggestions for the appropriate value of Construct/Undead HD? [/QUOTE]
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