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Prerequisites for Multiclassing
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<blockquote data-quote="fiache" data-source="post: 2417634" data-attributes="member: 26638"><p>I like this -- though I agree low skill point classes suffer from this most. And as I played in a game where the Ref didn't do any sort of restrictions it was quit annoying to join the group as a Cleric while everyone else was a Rog/X with skills up the wazoo.</p><p></p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">Maybe there should be a more level playing field at first level. Perhaps first level characters start with 16 + class amount and INT mod * 2? Of course then those Fighter types get a real boost, and Rogues get leveled out with no compensation. But that might not be a bad thing.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Or maybe a skill point cost for some of the special abilities of each class (class only "skills") and until purchased the character doesn't bennefit from them. The cost would have to be low but reasonable to make up for the disparity of special abilities, skill points available, etc as compared to an "out of the box untweaked" character.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Now you multi class and don't immediately gain all those new special abilities. Training time should also be allowed to fill in for skill points, the character goes off to train for a while (spends a lot of money) and earns X skill points to be used on special class abilities. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">But now you also have to address the variance in skill points for each class per level. Does it really require a fight 6 skill points (the difference between Rogue and Fighter SP's/level) per level to earn a feat every other level? Or the same amount for Wizards and Sorcerers to sift through old tomes and find new spells?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Maybe skill points are an arbitrary measure of off -time, but then shouldn't each character start with a similar amount? Obviously smarter characters will learn faster which is covered by the Int Mod addition.</p> <p style="margin-left: 20px"></p><p></p><p>But I degress. Perhaps a way to soften the blow of prereqs for multi-classing, allow the character to re-compute the requisite skills (and only those skills at those levels) as class skills once the character has progressed through 1 level of the class. And likewise allow any feat requirements that are earned free by the class to be re-assigned after the 1 level gain. Would initially weaken the multi-class character a little but over time he would catch up with his peers.</p><p></p><p>Just a thought or two... enjoy</p><p></p><p>...</p></blockquote><p></p>
[QUOTE="fiache, post: 2417634, member: 26638"] I like this -- though I agree low skill point classes suffer from this most. And as I played in a game where the Ref didn't do any sort of restrictions it was quit annoying to join the group as a Cleric while everyone else was a Rog/X with skills up the wazoo. [INDENT] Maybe there should be a more level playing field at first level. Perhaps first level characters start with 16 + class amount and INT mod * 2? Of course then those Fighter types get a real boost, and Rogues get leveled out with no compensation. But that might not be a bad thing. Or maybe a skill point cost for some of the special abilities of each class (class only "skills") and until purchased the character doesn't bennefit from them. The cost would have to be low but reasonable to make up for the disparity of special abilities, skill points available, etc as compared to an "out of the box untweaked" character. Now you multi class and don't immediately gain all those new special abilities. Training time should also be allowed to fill in for skill points, the character goes off to train for a while (spends a lot of money) and earns X skill points to be used on special class abilities. But now you also have to address the variance in skill points for each class per level. Does it really require a fight 6 skill points (the difference between Rogue and Fighter SP's/level) per level to earn a feat every other level? Or the same amount for Wizards and Sorcerers to sift through old tomes and find new spells? Maybe skill points are an arbitrary measure of off -time, but then shouldn't each character start with a similar amount? Obviously smarter characters will learn faster which is covered by the Int Mod addition. [/INDENT] But I degress. Perhaps a way to soften the blow of prereqs for multi-classing, allow the character to re-compute the requisite skills (and only those skills at those levels) as class skills once the character has progressed through 1 level of the class. And likewise allow any feat requirements that are earned free by the class to be re-assigned after the 1 level gain. Would initially weaken the multi-class character a little but over time he would catch up with his peers. Just a thought or two... enjoy ... [/QUOTE]
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