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General Tabletop Discussion
*Dungeons & Dragons
Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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<blockquote data-quote="Fanaelialae" data-source="post: 7030200" data-attributes="member: 53980"><p>After some thought, I decided to retool my hybrid system. It's a little more complex now, but given that I always considered it an advanced option I'm fine with that. </p><p></p><p>I changed out the extra ASIs for APs, which can only be applied to increasing Ability Scores. APs are gained earlier than ASIs, because I still want to avoid discouraging MAD concepts. Additionally, the progression is now such that when a single-classed character is level 20, hybrids will have an equivalent to a +10 to their ability scores (equivalent to 5 ASIs, but less flexible). </p><p></p><p>Spellcasters now get bonus spell slots if they have more than one spellcasting class. You choose one class to grant your primary spellcasting progression which you get in full, and then secondary spellcasting classes grant spell slots at a reduced rate. The reduced rate is derived by halving the normal progression and rounding down, but half slots can add to other half slots to create an additional slot (as long as it doesn't create an illogical progression). If you pair a full progression casting class with a warlock then I require that warlock be the secondary, since based on my analysis pairing primary Warlock with a secondary full casting class results in a trap option.</p><p></p><p>Because both can be viewed as buffs (the AP system does constrain options and reduce the number of ASIs characters previously gained, but it also grants APs earlier than they would otherwise have gotten their ASIs), a balancing factor was necessary. I chose to add a 10% xp penalty for each class the character has (20% for dual hybrids and 30% for triple hybrids). This had the added benefit of bringing the dual class spellcasters more in line with where I wanted them originally, since I feel that having them max out at 7th level spells is a bit more reasonable than 8th (it gives single classed casters a more distinct advantage). It also had the welcome side effect of moving the level cap to 14th level for dual classed characters and 11th level for triple classed characters, both of which are good levels for most of the classes (while it's not strictly necessary for hybrids to have capstone features, it is nice) for a campaign that ends around 20th level (355,000 xp).</p><p></p><p>Hybridization must be done when the character is created, and cannot be combined with multiclassing. You can choose to have either two hybrid classes, or three hybrid classes. A hybrid character divides xp evenly between all of their classes and requires 10% more xp for each class, although xp tables that take this into account are provided below for the sake of convenience. These tables allow you to track a single xp total, as opposed to having to divide your xp between your classes.</p><p></p><p>- Hybrid characters gain one Hit Die each level. Use the best hit die from among your classes.</p><p>- Gain all armor, weapon, and tool proficiencies from all classes.</p><p>- Choose one common (Dex, Con, or Wis) and one uncommon (Str, Int, or Cha) save, from those available to your classes, to be proficient in.</p><p>- Choose the highest number of starting skills offered among your classes. These skills can be chosen from any of your class lists.</p><p>- Starting gold as per any one of your classes (your choice).</p><p>- If you gain multiple Ability Score Increases at the same level, you only get one of them. However, you get Ability Points (AP), as indicated on your XP table. Each AP may be used to increase an ability score by 1, to a maximum of 20.</p><p>- Refer below for the rules regarding Hybrid Spellcasting.</p><p></p><p>[ATTACH]81302[/ATTACH][ATTACH]81303[/ATTACH]</p><p></p><p>Hybrid Spellcasting</p><p></p><p>Choose one of your classes as your primary casting class. Your other classes are considered secondary casting classes. You gain the normal progression of spell slots listed for your primary class. You gain bonus slots as indicated below from any of your secondary classes that have a spellcasting progression. Refer below for the rules regarding Hybrid Pact Magic.</p><p></p><p>[ATTACH]81304[/ATTACH][ATTACH]81305[/ATTACH][ATTACH]81306[/ATTACH]</p><p></p><p>Hybrid Pact Magic</p><p></p><p>In the case of Pact Magic, you gain the number of spell slots listed below, which refresh after a short rest as per normal. Additionally, you can upgrade a number of slots from your primary casting class to also refresh after a short rest. An upgraded spell slot cannot be higher than 5th level. Pact Magic is always secondary if you have a full progression non-Pact Magic spellcasting class.</p><p></p><p>[ATTACH]81307[/ATTACH]</p><p></p><p></p><p>Analysis:</p><p></p><p>[ATTACH]81308[/ATTACH]</p><p></p><p>[ATTACH]81309[/ATTACH]</p><p></p><p>[ATTACH]81310[/ATTACH]</p><p></p><p>[ATTACH]81311[/ATTACH]</p><p></p><p>[ATTACH]81312[/ATTACH]</p><p></p><p>[ATTACH]81313[/ATTACH]</p><p></p><p>[ATTACH]81314[/ATTACH]</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7030200, member: 53980"] After some thought, I decided to retool my hybrid system. It's a little more complex now, but given that I always considered it an advanced option I'm fine with that. I changed out the extra ASIs for APs, which can only be applied to increasing Ability Scores. APs are gained earlier than ASIs, because I still want to avoid discouraging MAD concepts. Additionally, the progression is now such that when a single-classed character is level 20, hybrids will have an equivalent to a +10 to their ability scores (equivalent to 5 ASIs, but less flexible). Spellcasters now get bonus spell slots if they have more than one spellcasting class. You choose one class to grant your primary spellcasting progression which you get in full, and then secondary spellcasting classes grant spell slots at a reduced rate. The reduced rate is derived by halving the normal progression and rounding down, but half slots can add to other half slots to create an additional slot (as long as it doesn't create an illogical progression). If you pair a full progression casting class with a warlock then I require that warlock be the secondary, since based on my analysis pairing primary Warlock with a secondary full casting class results in a trap option. Because both can be viewed as buffs (the AP system does constrain options and reduce the number of ASIs characters previously gained, but it also grants APs earlier than they would otherwise have gotten their ASIs), a balancing factor was necessary. I chose to add a 10% xp penalty for each class the character has (20% for dual hybrids and 30% for triple hybrids). This had the added benefit of bringing the dual class spellcasters more in line with where I wanted them originally, since I feel that having them max out at 7th level spells is a bit more reasonable than 8th (it gives single classed casters a more distinct advantage). It also had the welcome side effect of moving the level cap to 14th level for dual classed characters and 11th level for triple classed characters, both of which are good levels for most of the classes (while it's not strictly necessary for hybrids to have capstone features, it is nice) for a campaign that ends around 20th level (355,000 xp). Hybridization must be done when the character is created, and cannot be combined with multiclassing. You can choose to have either two hybrid classes, or three hybrid classes. A hybrid character divides xp evenly between all of their classes and requires 10% more xp for each class, although xp tables that take this into account are provided below for the sake of convenience. These tables allow you to track a single xp total, as opposed to having to divide your xp between your classes. - Hybrid characters gain one Hit Die each level. Use the best hit die from among your classes. - Gain all armor, weapon, and tool proficiencies from all classes. - Choose one common (Dex, Con, or Wis) and one uncommon (Str, Int, or Cha) save, from those available to your classes, to be proficient in. - Choose the highest number of starting skills offered among your classes. These skills can be chosen from any of your class lists. - Starting gold as per any one of your classes (your choice). - If you gain multiple Ability Score Increases at the same level, you only get one of them. However, you get Ability Points (AP), as indicated on your XP table. Each AP may be used to increase an ability score by 1, to a maximum of 20. - Refer below for the rules regarding Hybrid Spellcasting. [ATTACH=CONFIG]81302._xfImport[/ATTACH][ATTACH=CONFIG]81303._xfImport[/ATTACH] Hybrid Spellcasting Choose one of your classes as your primary casting class. Your other classes are considered secondary casting classes. You gain the normal progression of spell slots listed for your primary class. You gain bonus slots as indicated below from any of your secondary classes that have a spellcasting progression. Refer below for the rules regarding Hybrid Pact Magic. [ATTACH=CONFIG]81304._xfImport[/ATTACH][ATTACH=CONFIG]81305._xfImport[/ATTACH][ATTACH=CONFIG]81306._xfImport[/ATTACH] Hybrid Pact Magic In the case of Pact Magic, you gain the number of spell slots listed below, which refresh after a short rest as per normal. Additionally, you can upgrade a number of slots from your primary casting class to also refresh after a short rest. An upgraded spell slot cannot be higher than 5th level. Pact Magic is always secondary if you have a full progression non-Pact Magic spellcasting class. [ATTACH=CONFIG]81307._xfImport[/ATTACH] Analysis: [ATTACH=CONFIG]81308._xfImport[/ATTACH] [ATTACH=CONFIG]81309._xfImport[/ATTACH] [ATTACH=CONFIG]81310._xfImport[/ATTACH] [ATTACH=CONFIG]81311._xfImport[/ATTACH] [ATTACH=CONFIG]81312._xfImport[/ATTACH] [ATTACH=CONFIG]81313._xfImport[/ATTACH] [ATTACH=CONFIG]81314._xfImport[/ATTACH] [/QUOTE]
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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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