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New Feats addressing spellcaster multiclassing [OGL]
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<blockquote data-quote="Khaalis" data-source="post: 978506" data-attributes="member: 2167"><p>I would have to add a few points.</p><p></p><p>I too agree that this is a needed idea for anyone wishing to Multiclass casting classes. As Clay_More pointed out, Melee/Casters already have advantages enough to balance the loss of some spell power. However, I do not hold to the "breadth of flexibility" argument. Its hogwash in my opinion.</p><p></p><p>A Cleric 3/Wizard 3 is in NO WAY even close to being the equivalent of a 6th level character and even WotC has admitted this is a Core System failure, they just have not found a fix that they like yet. In this example the Cleric has to give up Armor (one of its core advantages) and the spells they can cast are of massively limited use in a 6th level campaign considering they can only cast up to 2nd level spells and only cast those as if they were 3rd level. At any given moment they have to "Choose" whether they are a Wizard or a Cleric. At no time do they "Blend" their classes. </p><p></p><p>As for the feats themselves, I like them, although I am not personally fond of making the PC PAY to fix a core system problem. Why should a player be penalized for choosing to do something the core system is supposed to support doing?</p><p></p><p>::shrug::</p><p></p><p>As for the feats as written, I agree on the change of the relavent ability score requirement to a 15+ for the Improved version. Other than that I see them as totally feasable and useable. </p><p></p><p>Personally I would (and am seriously considering) make these a simple house rule on how magic works. ESPECIALLY if you run a world where all magic springs form one sorce (ex: Forgotten Realms).</p><p></p><p>Just a few rambling thoughts.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 978506, member: 2167"] I would have to add a few points. I too agree that this is a needed idea for anyone wishing to Multiclass casting classes. As Clay_More pointed out, Melee/Casters already have advantages enough to balance the loss of some spell power. However, I do not hold to the "breadth of flexibility" argument. Its hogwash in my opinion. A Cleric 3/Wizard 3 is in NO WAY even close to being the equivalent of a 6th level character and even WotC has admitted this is a Core System failure, they just have not found a fix that they like yet. In this example the Cleric has to give up Armor (one of its core advantages) and the spells they can cast are of massively limited use in a 6th level campaign considering they can only cast up to 2nd level spells and only cast those as if they were 3rd level. At any given moment they have to "Choose" whether they are a Wizard or a Cleric. At no time do they "Blend" their classes. As for the feats themselves, I like them, although I am not personally fond of making the PC PAY to fix a core system problem. Why should a player be penalized for choosing to do something the core system is supposed to support doing? ::shrug:: As for the feats as written, I agree on the change of the relavent ability score requirement to a 15+ for the Improved version. Other than that I see them as totally feasable and useable. Personally I would (and am seriously considering) make these a simple house rule on how magic works. ESPECIALLY if you run a world where all magic springs form one sorce (ex: Forgotten Realms). Just a few rambling thoughts. [/QUOTE]
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