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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: 7021712" data-attributes="member: 53980"><p>Steven Brust is one of my favorite authors. And I agree. In my case at least, it goes beyond what is cool, so this is my thinking on the matter.</p><p></p><p>Imagine three characters. Eins is a normal PHB character, Zwei is an AD&D-style multiclass with two classes, and Drei is an AD&D multiclass with three classes.</p><p></p><p>Under my rules, at 2,700 xp Eins is level 4 and gets his first ASI. Zwei gets his first two ASIs at 5,400 xp, when Eins is more than halfway to 5th level. Drei gets his first three ASIs at 8,100 xp, when Eins is about 1/3rd of the way to 6th level.</p><p></p><p>At 34,000 xp Eins is level 8 and gets his second ASI. Zwei gets his third and fourth ASIs at 68,000 xp, shortly after Eins reaches 10th level. Drei gets his fourth, fifth, and sixth ASIs at 102,000 xp, shortly after Eins hits 12th level (and gets his third ASI).</p><p></p><p>At 100,000 xp Eins is level 12 and (as previously mentioned) gets his third ASI. Zwei will get his fifth and sixth ASIs at 200,000 xp, shortly after Eins hits 16th level (and gets his fourth ASI). Drei will get his seventh, eighth, and ninth ASIs at 300,000 xp, just before Eins reaches 19th level (and gets his fifth ASI).</p><p></p><p>From there on, Zwei and Drei don't get any more ASIs.</p><p></p><p>The biggest advantage that Zwei and Drei have over Eins is in early gains. However, unless the player really forces a SAD combo (bard/sorcerer/warlock) much of that will be spent on increasing their relevant ability score (such as for a monk/warlock/wizard). If it's a choice between making certain that the former isn't too powerful and that the latter remains playable, I would rather make sure that MAD concepts are viable ones. I think a player having to abandon a cool concept because they'll never have the stats to make is work is a failure. The only reason I even introduced this option (aside from nostalgia) was to make certain concepts more viable.</p><p></p><p>Now lets look at spell slots under your system. Assume that Eins, Zwei and Drei are full casters in all of their classes.</p><p></p><p>At 4th level Eins has 4/3 slots. At that time Zwei has 8/4, and Drei has 12/6 slots.</p><p>At 8th level Eins has 4/3/3/2 slots. At that time Zwei has 8/6/6 and Drei has 12/9/6 slots.</p><p>At 12th level Eins has 4/3/3/3/2/1 slots. At that time Zwei has 8/6/6/6/2 and Drei has 12/9/9/3 slots.</p><p>At 16th level Eins has 4/3/3/3/2/1/1/1 slots. At that time Zwei has 8/6/6/6/4/2 and Drei has 12/9/9/9/6 slots.</p><p>At 19th level Eins has 4/3/3/3/3/2/1/1/1 slots. At that time Zwei has 8/6/6/6/4/2/2 and Drei has 12/9/9/9/6/3 slots.</p><p></p><p>Eins has higher level spells, but Zwei and Drei have an absurd number of slots. </p><p></p><p>Another thing I don't like about this approach is that it's unsynergistic. Because you can only use spells from a given class with slots from that same class, you lose out on a lot of the fun of playing such a character. My character can choose to be sorcerer OR a paladin in a given round, but he can't use his subtle spell metamagic on his branding smite because those are from separate classes (I believe you stated upthread that such a combo wouldn't be allowed in your game).</p><p></p><p>My friend ran a gestalt game with such rules, and while the game itself was fun the character mechanics weren't. The other player and I were constantly thinking of cool things our characters could do and then going "Oh wait. That won't work because those features aren't from the same class." That aspect wasn't at all enjoyable.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7021712, member: 53980"] Steven Brust is one of my favorite authors. And I agree. In my case at least, it goes beyond what is cool, so this is my thinking on the matter. Imagine three characters. Eins is a normal PHB character, Zwei is an AD&D-style multiclass with two classes, and Drei is an AD&D multiclass with three classes. Under my rules, at 2,700 xp Eins is level 4 and gets his first ASI. Zwei gets his first two ASIs at 5,400 xp, when Eins is more than halfway to 5th level. Drei gets his first three ASIs at 8,100 xp, when Eins is about 1/3rd of the way to 6th level. At 34,000 xp Eins is level 8 and gets his second ASI. Zwei gets his third and fourth ASIs at 68,000 xp, shortly after Eins reaches 10th level. Drei gets his fourth, fifth, and sixth ASIs at 102,000 xp, shortly after Eins hits 12th level (and gets his third ASI). At 100,000 xp Eins is level 12 and (as previously mentioned) gets his third ASI. Zwei will get his fifth and sixth ASIs at 200,000 xp, shortly after Eins hits 16th level (and gets his fourth ASI). Drei will get his seventh, eighth, and ninth ASIs at 300,000 xp, just before Eins reaches 19th level (and gets his fifth ASI). From there on, Zwei and Drei don't get any more ASIs. The biggest advantage that Zwei and Drei have over Eins is in early gains. However, unless the player really forces a SAD combo (bard/sorcerer/warlock) much of that will be spent on increasing their relevant ability score (such as for a monk/warlock/wizard). If it's a choice between making certain that the former isn't too powerful and that the latter remains playable, I would rather make sure that MAD concepts are viable ones. I think a player having to abandon a cool concept because they'll never have the stats to make is work is a failure. The only reason I even introduced this option (aside from nostalgia) was to make certain concepts more viable. Now lets look at spell slots under your system. Assume that Eins, Zwei and Drei are full casters in all of their classes. At 4th level Eins has 4/3 slots. At that time Zwei has 8/4, and Drei has 12/6 slots. At 8th level Eins has 4/3/3/2 slots. At that time Zwei has 8/6/6 and Drei has 12/9/6 slots. At 12th level Eins has 4/3/3/3/2/1 slots. At that time Zwei has 8/6/6/6/2 and Drei has 12/9/9/3 slots. At 16th level Eins has 4/3/3/3/2/1/1/1 slots. At that time Zwei has 8/6/6/6/4/2 and Drei has 12/9/9/9/6 slots. At 19th level Eins has 4/3/3/3/3/2/1/1/1 slots. At that time Zwei has 8/6/6/6/4/2/2 and Drei has 12/9/9/9/6/3 slots. Eins has higher level spells, but Zwei and Drei have an absurd number of slots. Another thing I don't like about this approach is that it's unsynergistic. Because you can only use spells from a given class with slots from that same class, you lose out on a lot of the fun of playing such a character. My character can choose to be sorcerer OR a paladin in a given round, but he can't use his subtle spell metamagic on his branding smite because those are from separate classes (I believe you stated upthread that such a combo wouldn't be allowed in your game). My friend ran a gestalt game with such rules, and while the game itself was fun the character mechanics weren't. The other player and I were constantly thinking of cool things our characters could do and then going "Oh wait. That won't work because those features aren't from the same class." That aspect wasn't at all enjoyable. [/QUOTE]
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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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