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D&D Older Editions, OSR, & D&D Variants
On Demi-Human Level Caps
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<blockquote data-quote="Lanefan" data-source="post: 9879770" data-attributes="member: 29398"><p>What do you mean by 'gestalt'? A term for independently-advancing classes, as opposed to 3-4-5e's additive version?</p><p></p><p>It's also fairly easy to reduce some class benefits for multi-class characters (or, better phrased, make those benefits available to single-class only). An easy example is Fighters' weapon specialization: single-class Fighters can get this, multi-class cannot. Muitl-class casters don't get as many spell slots per day as single-class. And so on.</p><p></p><p>The amount and type of such reductions you do, if any, is what makes multiclassing more or less attractive to players.</p><p></p><p>Sorry, but eeeew.</p><p></p><p>You're playing as a low-level character (albeit maybe with lots of h.p. for your level) in a high-level party while you run up that second class; and while 1e is tolerant of mixed-level parties it's not <em>that</em> tolerant. <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=":)" /></p><p></p><p>I also like independently-advancing classes as it allows players more options when creating their characters; in that I allow them to assign what proportion of the character's earned xp goes to which class. Thus, if someone wants to play a character who is, say, mostly Fighter but does some Magic-Using on the side, or mostly Cleric but does a bit of Thieving just for kicks, they can elect to divide the character's earned xp as 90% Fighter 10% MU* or 80% Cleric 20% Thief or whatever they feel best reflects what the character is doing and-or focusing on.</p><p></p><p>The player can change the assigned proportions only during between-adventure downtime, IME this happens very rarely indeed.</p><p></p><p>* - 90-10 is the most uneven the division can get, a class cannot advance (and might even begin to decay!) if it's not getting at least 10% of your xp.</p><p></p><p>We long ago turned "Druids" into Nature Clerics, one of three Cleric types who can each follow a deity of almost any alignment (depending what's available in their pantheon) and who would logically want to also be that alignment, or extremely close. I still call them Druids here just so people sort-of know what I'm talking about.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9879770, member: 29398"] What do you mean by 'gestalt'? A term for independently-advancing classes, as opposed to 3-4-5e's additive version? It's also fairly easy to reduce some class benefits for multi-class characters (or, better phrased, make those benefits available to single-class only). An easy example is Fighters' weapon specialization: single-class Fighters can get this, multi-class cannot. Muitl-class casters don't get as many spell slots per day as single-class. And so on. The amount and type of such reductions you do, if any, is what makes multiclassing more or less attractive to players. Sorry, but eeeew. You're playing as a low-level character (albeit maybe with lots of h.p. for your level) in a high-level party while you run up that second class; and while 1e is tolerant of mixed-level parties it's not [I]that[/I] tolerant. :) I also like independently-advancing classes as it allows players more options when creating their characters; in that I allow them to assign what proportion of the character's earned xp goes to which class. Thus, if someone wants to play a character who is, say, mostly Fighter but does some Magic-Using on the side, or mostly Cleric but does a bit of Thieving just for kicks, they can elect to divide the character's earned xp as 90% Fighter 10% MU* or 80% Cleric 20% Thief or whatever they feel best reflects what the character is doing and-or focusing on. The player can change the assigned proportions only during between-adventure downtime, IME this happens very rarely indeed. * - 90-10 is the most uneven the division can get, a class cannot advance (and might even begin to decay!) if it's not getting at least 10% of your xp. We long ago turned "Druids" into Nature Clerics, one of three Cleric types who can each follow a deity of almost any alignment (depending what's available in their pantheon) and who would logically want to also be that alignment, or extremely close. I still call them Druids here just so people sort-of know what I'm talking about. [/QUOTE]
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