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<blockquote data-quote="Gabester" data-source="post: 3365641" data-attributes="member: 50130"><p>I played plenty of AD&D and I too think you're taking a big step backwards. AD&D multiclassing made no sense at all. It was just a big hackish mess of rules that we slogged through because that's what we had but that never really brought out any good gameplay.</p><p></p><p>In general multi-classing in 3e is superb for expressing different character concepts. Some examples:</p><p></p><p>1) A rogue with an inherent supernatural background. Takes 2 levels of sorcer and the rest in rogue. This allows them to have a few supernatural abilities (in this case it was stuff like feather fall, and expeditious retreat) and certainly doesn't overpower them.</p><p></p><p>2) A barbarian that becomes increasingly spiritual and takes on a druid class after 3 levels. This creates a druid that will be a bit stronger in combat but is going to always be significantly behind the curve spellwise.</p><p></p><p>3) A martial ranger. Instead of focusing entirely on ranger, they take a few levels in fighter to increase their access to combat feats (but at a cost to how they advance ranger abilities such as their animal companion).</p><p></p><p>4) Any of literally hundreds or thousands of character concepts that dovetail nicely into any of the many well-balanced prestige classes.</p><p></p><p>If your players are cheezing their way through the system then I think it's your players that are broken -- not the rules. If it's not multiclass rules that they are munchkins with it will be something else. If you still want to encourage them away from the cheez there are a lot of house rules that will help you do this without losing the versatility of 3e and going back to the monstrosity that is AD&D. Some rules from my campaign:</p><p></p><p>1) Carefully pick the prestige classes you allow in your campaign.</p><p>2) Make a house rule that your first class always has to be your highest level class unless there is a strong, well roleplayed reason for a change.</p><p>3) Don't allow players to pick up feats such as martial weapon proficiencies on a class if they take it after 1st level.</p><p>4) Require players to actively roleplay and partake in the activities the organizations which suppor their classes in order to continue to level in them.</p><p></p><p>...</p><p></p><p>In the end I suspect it's nostalgia and fear of change more than anything that leads this decision-making process. But whatever, I'm probably wrong.</p></blockquote><p></p>
[QUOTE="Gabester, post: 3365641, member: 50130"] I played plenty of AD&D and I too think you're taking a big step backwards. AD&D multiclassing made no sense at all. It was just a big hackish mess of rules that we slogged through because that's what we had but that never really brought out any good gameplay. In general multi-classing in 3e is superb for expressing different character concepts. Some examples: 1) A rogue with an inherent supernatural background. Takes 2 levels of sorcer and the rest in rogue. This allows them to have a few supernatural abilities (in this case it was stuff like feather fall, and expeditious retreat) and certainly doesn't overpower them. 2) A barbarian that becomes increasingly spiritual and takes on a druid class after 3 levels. This creates a druid that will be a bit stronger in combat but is going to always be significantly behind the curve spellwise. 3) A martial ranger. Instead of focusing entirely on ranger, they take a few levels in fighter to increase their access to combat feats (but at a cost to how they advance ranger abilities such as their animal companion). 4) Any of literally hundreds or thousands of character concepts that dovetail nicely into any of the many well-balanced prestige classes. If your players are cheezing their way through the system then I think it's your players that are broken -- not the rules. If it's not multiclass rules that they are munchkins with it will be something else. If you still want to encourage them away from the cheez there are a lot of house rules that will help you do this without losing the versatility of 3e and going back to the monstrosity that is AD&D. Some rules from my campaign: 1) Carefully pick the prestige classes you allow in your campaign. 2) Make a house rule that your first class always has to be your highest level class unless there is a strong, well roleplayed reason for a change. 3) Don't allow players to pick up feats such as martial weapon proficiencies on a class if they take it after 1st level. 4) Require players to actively roleplay and partake in the activities the organizations which suppor their classes in order to continue to level in them. ... In the end I suspect it's nostalgia and fear of change more than anything that leads this decision-making process. But whatever, I'm probably wrong. [/QUOTE]
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