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<blockquote data-quote="FrankTrollman" data-source="post: 1186273" data-attributes="member: 14225"><p>True. But a Wizard 3/ Ranger 3 - while screwed - is precisely the same amount screwed as a Ranger 3/ Wizard 3 (minus the 1st level bonuses, which are a completely different problem).</p><p></p><p>The propsed system actually makes the two <em>more different</em> - and by extension <em>less balanced</em> with respect to each other.</p><p></p><p>Balancing spellcaster multiclasses is extremely difficult, and requires a systemic change in the way things are currently handled. But the proposed system doesn't even come close to addressing that, and is instead just 10 pounds of crazy in a five pound bag.</p><p></p><p>If you actually wanted to balance multiclassed spellcasters, you'd have to free them from the following shackles:</p><p></p><p>1> <strong>Class Level Dependent Save DCs.</strong> The wizard who multiclasses doesn't get his highest level of spell, and by extension, his save DCs are too low. The multiclassed wizard may as well not show up.</p><p></p><p>2> <strong>Class Level Dependent Spell Effects.</strong> If the wizard multiclasses, he doesn't do more fireball damage - which means that his spells aren't damaging relative to the Challenge that his party encounters on a daily basis and he may as well not show up for work.</p><p></p><p>3> <strong>Class Level Dependent Spell Penetration.</strong> High level monsters have SR. If you are multiclassed, you simply cannot beat the SR of creatures, your spells don't work and you might as well not show up for work.</p><p></p><p>---</p><p></p><p>If you set those three things to <em>character level</em> - in the same way that skill rank maximums are - this works out a lot better.</p><p></p><p>So if Acid Orb does 1d6 per <em>character level</em>, and the base save DCs of a wizard are 10 + 1/2 Character Level + Int Bonus, and the Spell Penetration roll is d20 + character level - then the multiclassed Wizard is vaguely viable. It also has the advantage of unifying the rules for Spell DC and Supernatural Ability DC.</p><p></p><p>It still doesn't get past the basic fact that a 20th level character who is casting Hold Monster just doesn't hold a candle to a 20th level character casting Mass Hold Monster - even if he does inspire the same save DCs and pentrate SR the same way. Although hopefully in 10 levels he'll be multiclassed into some other class that gives some kind of benefit that in some way makes up for it.</p><p></p><p>-Frank</p></blockquote><p></p>
[QUOTE="FrankTrollman, post: 1186273, member: 14225"] True. But a Wizard 3/ Ranger 3 - while screwed - is precisely the same amount screwed as a Ranger 3/ Wizard 3 (minus the 1st level bonuses, which are a completely different problem). The propsed system actually makes the two [i]more different[/i] - and by extension [i]less balanced[/i] with respect to each other. Balancing spellcaster multiclasses is extremely difficult, and requires a systemic change in the way things are currently handled. But the proposed system doesn't even come close to addressing that, and is instead just 10 pounds of crazy in a five pound bag. If you actually wanted to balance multiclassed spellcasters, you'd have to free them from the following shackles: 1> [b]Class Level Dependent Save DCs.[/b] The wizard who multiclasses doesn't get his highest level of spell, and by extension, his save DCs are too low. The multiclassed wizard may as well not show up. 2> [b]Class Level Dependent Spell Effects.[/b] If the wizard multiclasses, he doesn't do more fireball damage - which means that his spells aren't damaging relative to the Challenge that his party encounters on a daily basis and he may as well not show up for work. 3> [b]Class Level Dependent Spell Penetration.[/b] High level monsters have SR. If you are multiclassed, you simply cannot beat the SR of creatures, your spells don't work and you might as well not show up for work. --- If you set those three things to [i]character level[/i] - in the same way that skill rank maximums are - this works out a lot better. So if Acid Orb does 1d6 per [i]character level[/i], and the base save DCs of a wizard are 10 + 1/2 Character Level + Int Bonus, and the Spell Penetration roll is d20 + character level - then the multiclassed Wizard is vaguely viable. It also has the advantage of unifying the rules for Spell DC and Supernatural Ability DC. It still doesn't get past the basic fact that a 20th level character who is casting Hold Monster just doesn't hold a candle to a 20th level character casting Mass Hold Monster - even if he does inspire the same save DCs and pentrate SR the same way. Although hopefully in 10 levels he'll be multiclassed into some other class that gives some kind of benefit that in some way makes up for it. -Frank [/QUOTE]
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