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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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<blockquote data-quote="Fanaelialae" data-source="post: 7010294" data-attributes="member: 53980"><p>I've actually been using something similar IMC for a few months now. I don't have too much data, since the first old-school-multiclassed character ended up dying in a TPK when the low level party was jumped by two trolls and didn't have enough fire to stop the second one from regenerating (they killed the first and downed the second; he just got back up). In my latest campaign my player decided to make a nature cleric / abjuration wizard, and although we've only had one session thus far, he was able to contribute effectively.</p><p></p><p>I voted 'Would want to change something first' because my rules are slightly different. </p><p></p><p>For starters, I call them hybrid characters (because I didn't want to rename multiclassing and confuse my players). </p><p></p><p>I don't require them to meet ability score requirements (if they want to play a 10 Int Wizard let it be on their heads). </p><p></p><p>I let them mix and match saving throws between the common saves (Dex, Con, Wis) and the uncommon saves (Str, Int, Cha). For example, a fighter/rogue might choose Dex and Str as their proficient saves. He couldn't, however, take Dex and Con since he'd be trading an uncommon save for a common save.</p><p></p><p>I was having the player take the average of hit point rolls for the sake of nostalgia. In the case of the aforementioned cleric/wizard, he would roll 1d8 and 1d6, average the rolls, and add Con. However, I've noticed that this leads to very average hit points (which should have been obvious but I didn't consider it when I did the design). As such, I think I will use your idea and just allow the player to take the better hit die. </p><p></p><p>I don't see anything about skills. In my system, they gain all tool proficiencies granted by any of their classes (these are typically iconic). They gain the highest number of skills granted by any of their classes, and then may choose that number of skills from the combined skill lists of all of their classes.</p><p></p><p>FWIW, they also get the highest starting gold from among their classes.</p><p></p><p>I allow class features to double up features following the same rules as multiclassing. A fighter/ranger could gain fighting style twice (but not the SAME fighting style) but would not gain the benefits of extra attack twice. In the case of ASIs, if gained at the same level they must be applied to different ability scores and/or feats. My rationale here is that hybrids have a higher potential for MAD, which this addresses. They might be able to have a bit of a bonanza with feats, but they're already a level or more behind the other players so I don't expect this to be significantly easier to abuse for a hybrid than for a single classed character.</p><p></p><p>Similarly, their prepared/known spells are gained per class, but their spell slots are as a single classed character. I think that allowing a hybrid to double (or triple) up on spell slots might be a bit much. 5e tries to rein in spellcasters by limiting their number of spells per day, so allowing them to ignore that limitation seems like it might be overkill.</p><p></p><p>My design principle was breadth, not depth. A hybrid character is much more versatile but significantly less powerful than a single classed character with the same xp. (The less powerful aspect is mainly due to the fact that they're usually a level or more behind the rest of the party).</p><p></p><p>I also created xp tables to simplify the xp tracking process (I just doubled/tripled the amount of xp needed so that they only need to tally a single xp total, rather than splitting it). The ECL is just the level the single classed characters will be when the hybrid first attain that level (it's merely there for comparison):</p><p></p><p>[ATTACH]80619[/ATTACH][ATTACH]80620[/ATTACH]</p><p></p><p>EDIT</p><p>Just a clarification, Pact Magic is handled the same as Hemlock's system (Pact Magic slots can only be used for Pact Magic spells and visa versa).</p><p></p><p>If getting all the ASIs proves too potent, I'll change each additional ASI gained at the same level into a +1 to a different stat.</p><p></p><p>Someone in this thread mentioned averaging the Hit Dice (rather than rolls of the Hit Dice) which I thought was a great idea and have adopted. I average the Hit Dice and then round up. So a Cleric/Wizard has a 1d8 HD. A Barb/Rogue/Sorcerer would have a 1d10. It's much easier for my less math oriented players to grasp than (1d8 + 1d6)/2.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7010294, member: 53980"] I've actually been using something similar IMC for a few months now. I don't have too much data, since the first old-school-multiclassed character ended up dying in a TPK when the low level party was jumped by two trolls and didn't have enough fire to stop the second one from regenerating (they killed the first and downed the second; he just got back up). In my latest campaign my player decided to make a nature cleric / abjuration wizard, and although we've only had one session thus far, he was able to contribute effectively. I voted 'Would want to change something first' because my rules are slightly different. For starters, I call them hybrid characters (because I didn't want to rename multiclassing and confuse my players). I don't require them to meet ability score requirements (if they want to play a 10 Int Wizard let it be on their heads). I let them mix and match saving throws between the common saves (Dex, Con, Wis) and the uncommon saves (Str, Int, Cha). For example, a fighter/rogue might choose Dex and Str as their proficient saves. He couldn't, however, take Dex and Con since he'd be trading an uncommon save for a common save. I was having the player take the average of hit point rolls for the sake of nostalgia. In the case of the aforementioned cleric/wizard, he would roll 1d8 and 1d6, average the rolls, and add Con. However, I've noticed that this leads to very average hit points (which should have been obvious but I didn't consider it when I did the design). As such, I think I will use your idea and just allow the player to take the better hit die. I don't see anything about skills. In my system, they gain all tool proficiencies granted by any of their classes (these are typically iconic). They gain the highest number of skills granted by any of their classes, and then may choose that number of skills from the combined skill lists of all of their classes. FWIW, they also get the highest starting gold from among their classes. I allow class features to double up features following the same rules as multiclassing. A fighter/ranger could gain fighting style twice (but not the SAME fighting style) but would not gain the benefits of extra attack twice. In the case of ASIs, if gained at the same level they must be applied to different ability scores and/or feats. My rationale here is that hybrids have a higher potential for MAD, which this addresses. They might be able to have a bit of a bonanza with feats, but they're already a level or more behind the other players so I don't expect this to be significantly easier to abuse for a hybrid than for a single classed character. Similarly, their prepared/known spells are gained per class, but their spell slots are as a single classed character. I think that allowing a hybrid to double (or triple) up on spell slots might be a bit much. 5e tries to rein in spellcasters by limiting their number of spells per day, so allowing them to ignore that limitation seems like it might be overkill. My design principle was breadth, not depth. A hybrid character is much more versatile but significantly less powerful than a single classed character with the same xp. (The less powerful aspect is mainly due to the fact that they're usually a level or more behind the rest of the party). I also created xp tables to simplify the xp tracking process (I just doubled/tripled the amount of xp needed so that they only need to tally a single xp total, rather than splitting it). The ECL is just the level the single classed characters will be when the hybrid first attain that level (it's merely there for comparison): [ATTACH=CONFIG]80619._xfImport[/ATTACH][ATTACH=CONFIG]80620._xfImport[/ATTACH] EDIT Just a clarification, Pact Magic is handled the same as Hemlock's system (Pact Magic slots can only be used for Pact Magic spells and visa versa). If getting all the ASIs proves too potent, I'll change each additional ASI gained at the same level into a +1 to a different stat. Someone in this thread mentioned averaging the Hit Dice (rather than rolls of the Hit Dice) which I thought was a great idea and have adopted. I average the Hit Dice and then round up. So a Cleric/Wizard has a 1d8 HD. A Barb/Rogue/Sorcerer would have a 1d10. It's much easier for my less math oriented players to grasp than (1d8 + 1d6)/2. [/QUOTE]
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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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