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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
On Demi-Human Level Caps
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<blockquote data-quote="Lanefan" data-source="post: 9879872" data-attributes="member: 29398"><p>So you end up as a F6/MU6 once the MU side catches up, meanwhile all the single-classers are 7th or 8th. Same difference as if you'd gone with a 50-50 split all the way along.</p><p></p><p>That would require some <em>serious</em> long-range planning, given that to get to F-8/MU8 (via any sequence) would in our games take potentially 6-9 years of play if not more.</p><p></p><p>The most common multiclass combinations I see are Fighter-Thief and maybe Fighter-MU, though lots of different ones have been tried over time. Long ago there was a time when various people wanted to go Ranger-MU, until they came to realize just how long it took to bump given that those are two of the slowest-advancing classes.</p><p></p><p>Only single-classed Fighters can specialize, multi-classed casters don't get as many spell slots as their single-class counterparts, multi-classed Rangers lose some benefits. About the only classes that don't suffer much through multi-classing are Thief and Assassin, intentionally so in order to make them a bit more appealing.</p><p></p><p>And you roll an average of the two classes' hit die, based on the proportion most often assigned through the previous level, when the leading class bumps. Admittedly, someone could game this a bit by running as a 90-10 F-MU and rolling d9 each level, then flipping to 90 M, 10 F and not rolling any new hit dice until the MU side caught up (unless the F side happened to bump at some point from that 10%, at which point you'd roll a d5 for new hit points because you're mostly MU now) but rolling d9 rather than d7 gives on average maybe 1 extra hit point per level. In the long run, who cares?</p><p></p><p>By RAW, Elves rock. They get proficiency with longsword and bow as a bonus, they can cast in armour (which nobody else can), they can see in the dark better than anyone else, and their (Int or Dex, I forget which) gets bumped up. Not bad just for losing a Con point, given that their other big drawback - they can't come back from the dead - might as well not have existed once it got out in the wild.</p><p></p><p>And how am I getting better AC than usual in comparison with any other Fighter?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9879872, member: 29398"] So you end up as a F6/MU6 once the MU side catches up, meanwhile all the single-classers are 7th or 8th. Same difference as if you'd gone with a 50-50 split all the way along. That would require some [I]serious[/I] long-range planning, given that to get to F-8/MU8 (via any sequence) would in our games take potentially 6-9 years of play if not more. The most common multiclass combinations I see are Fighter-Thief and maybe Fighter-MU, though lots of different ones have been tried over time. Long ago there was a time when various people wanted to go Ranger-MU, until they came to realize just how long it took to bump given that those are two of the slowest-advancing classes. Only single-classed Fighters can specialize, multi-classed casters don't get as many spell slots as their single-class counterparts, multi-classed Rangers lose some benefits. About the only classes that don't suffer much through multi-classing are Thief and Assassin, intentionally so in order to make them a bit more appealing. And you roll an average of the two classes' hit die, based on the proportion most often assigned through the previous level, when the leading class bumps. Admittedly, someone could game this a bit by running as a 90-10 F-MU and rolling d9 each level, then flipping to 90 M, 10 F and not rolling any new hit dice until the MU side caught up (unless the F side happened to bump at some point from that 10%, at which point you'd roll a d5 for new hit points because you're mostly MU now) but rolling d9 rather than d7 gives on average maybe 1 extra hit point per level. In the long run, who cares? By RAW, Elves rock. They get proficiency with longsword and bow as a bonus, they can cast in armour (which nobody else can), they can see in the dark better than anyone else, and their (Int or Dex, I forget which) gets bumped up. Not bad just for losing a Con point, given that their other big drawback - they can't come back from the dead - might as well not have existed once it got out in the wild. And how am I getting better AC than usual in comparison with any other Fighter? [/QUOTE]
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