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New legends and lore.....multiclassing sneak peak
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<blockquote data-quote="Warbringer" data-source="post: 6169378" data-attributes="member: 14391"><p>Multi-classing is about enabling a player to execute a specific concept. It may be role-play based, it may be power-game based, it may be "that seems a cool idea".</p><p></p><p>In designing that, I believe that the designers need only be aware of two items: Balance and Complexity; the rest is bs or flavor depending on your stance.</p><p></p><p><strong>Balance</strong>: Does the system permit you the ability to take more features by selecting a level than you would get by spending a feat. This means feats need to be balanced against features, which given the new power lift should not be difficult (IMO features have always been more powerful on the whole, or build a cost element (see below)).</p><p></p><p><strong>Complexity</strong>: How complex is the system form a build perceptive. In 2e, NWPs did not cost the same, while in many games your can pay for more powerful feats/aspects/traits by spending more or taking a flaw. Do you build a system that is more balanced in terms of cost for the complexity of a new mechanic to track cost. How to you manage scalability and true complexity (interaction of simple rules to create increasing returns). </p><p></p><p>To an extent these are complimentary, to an extent the are a trade-off. This to me is axis that they need to balance along.</p><p></p><p>Not sure what my point was <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, but my own personal take (and my houserules as a consequence) assume that all classes are build on a chassis that essentially draws form the same feature/feat pool for every class. This requires balancing features (spellcasting, special attacks/abilities (sneak attack, lay on hands, turn undead) into a common benefit language that then interacts with the framework (again, in my campaign this is done through "Prowess" and "Essence") for the player to have a trade-off in mind. You want to take Light Armour proficiency as a Mage, sure: the trade off is less gain "magical" power this level; Fighter, you really want to tap into the ability to manipulate magic, sure you can get a spell or two, but trade off is hit point growth and a little combat ability.</p><p></p><p>Yes, this is more like a trait system (with levels), but, that's really what multiclassing is at the end of the day, where every trait costs 1 feat/feature slot.</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6169378, member: 14391"] Multi-classing is about enabling a player to execute a specific concept. It may be role-play based, it may be power-game based, it may be "that seems a cool idea". In designing that, I believe that the designers need only be aware of two items: Balance and Complexity; the rest is bs or flavor depending on your stance. [B]Balance[/B]: Does the system permit you the ability to take more features by selecting a level than you would get by spending a feat. This means feats need to be balanced against features, which given the new power lift should not be difficult (IMO features have always been more powerful on the whole, or build a cost element (see below)). [B]Complexity[/B]: How complex is the system form a build perceptive. In 2e, NWPs did not cost the same, while in many games your can pay for more powerful feats/aspects/traits by spending more or taking a flaw. Do you build a system that is more balanced in terms of cost for the complexity of a new mechanic to track cost. How to you manage scalability and true complexity (interaction of simple rules to create increasing returns). To an extent these are complimentary, to an extent the are a trade-off. This to me is axis that they need to balance along. Not sure what my point was :), but my own personal take (and my houserules as a consequence) assume that all classes are build on a chassis that essentially draws form the same feature/feat pool for every class. This requires balancing features (spellcasting, special attacks/abilities (sneak attack, lay on hands, turn undead) into a common benefit language that then interacts with the framework (again, in my campaign this is done through "Prowess" and "Essence") for the player to have a trade-off in mind. You want to take Light Armour proficiency as a Mage, sure: the trade off is less gain "magical" power this level; Fighter, you really want to tap into the ability to manipulate magic, sure you can get a spell or two, but trade off is hit point growth and a little combat ability. Yes, this is more like a trait system (with levels), but, that's really what multiclassing is at the end of the day, where every trait costs 1 feat/feature slot. [/QUOTE]
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