Multiclassing variant

I'll agree with Sir Whiskers: any combination involving an XP penalty will be avoided, period. It may not make a lot of sense, but it'll happen, for the simple reason that no one wants to fall behind the rest of the group.

Multiclassing as a whole is something that should be encouraged. I've played two Psion characters, both of which were made better by mixing in a level or two of another class. Back in AD&D I played a Bard (Blade kit, eventually); when 3E came out, I remade him as a Rogue/Sorcerer because it allowed for a closer match to his old skill and spell lists. The 3E multiclassing system allows people to mix and match the core classes into combinations that more closely match what the player wants, without forcing the DM to include new Prestige Classes. This is A Good Thing (tm). I wasn't powergaming to get more class abilities; I was mixing the core classes in a way which closely matched the character concept I had.

The problem, though, is that rampant multiclassing is a powergamer's dream. Using only the 3E core materials, I made up a munchkin opponent for my players: Tattoo, a weretiger Halfling Fighter/Ranger/Barbarian/Bard/Assassin/Blackguard/Shadowdancer. No more than 2 levels in any one class. He was amazing. Class abilities like you wouldn't believe, incredible saving throws, etc.

So, in my mind, the solution isn't to add XP penalties to discourage multiclassing, because the multiclassing itself isn't the actual problem. The real issue is the front-loading. If I'm a melee type, taking one or two levels of every melee class I can is almost always superior to remaining in one class. 3.5E helps this a bit (see also: Ranger), but it's still a problem. Oh, sure, once I get to Epic levels it hurts me, but even there I'm better off mixing core classes and then taking a good 10-level PrC.

Instead of adding XP penalties, try removing some of the benefits of front-loaded classes. For example, Good saves use the equation (2 + level/2). What if those extra 2 points only applied to the class you took at 1st level, in the same way that the x4 skill points and full HP only applied to first level? Or weapon proficiencies. What if, instead of getting all Martial weapons at first level, you instead received a few each level? And so on.
 

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perhaps you can add that once a PrC has been maxed out a second PrC does not give the XP penalty. example a wizard 6 fighter 1 spell sword 10 is at 17th level if at 18th he deciedes to go with eldridcth knight w6f1ss10ek1 he is not penatualized. but if he was a w6f1ss8ek3 then penaulty.
 

I'm with bolie. I generally don't introduce XP penalties so long as people are doing it for a concept. I find that it is pretty easy to justify when it is done for min/max rather than RP in so much as a) players like to gloat over their combos, b) concepts fit and have been thought out ahead of time, c) it usually isn't super powerful.

Not to say that min/maxing is wrong, it just should be penalized as per the rules suggest. I really think the system is best handled by the DM, as almost anything else will still be breakable with the right combinations.
 

I agree with you all :p

As the DM I keep control of which material is allowed or not in the campaign, and Prestige Classes for example are the most subject to disallowance. However, I don't like to disallow a COMBINATION of material when the campaign has already started, because it may sound like I want to punish a player for being powerhungry. If I can find a suitable HR to adopt beforehand, once the rules are fixed the players know they can't go above them.

You are right that multiclassing should be encourage, but to some extent. As I said before I have no problems with characters with 2 core classes and a prestige class, but with more it tends to become a feature-based game while I still wish it to be class-based.

What if I reduce the XP penalties to 5% only? I think that it would still be a penalty a powergamer would never like to have, but for someone who doesn't care about powergaming it may not hurt that much.

As a side thing, the saving throw alternative progression is something I had thought about before, toghether with the same for BAB. I may use that as well but for other reasons, I don't think that players multiclass for ST boosts...
 

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