steeldragons
Steeliest of the dragons
hmmmm....multiclasses vs. the established hybrids (Paladin, specifically)...
I think I'd go with something like this*...working off of my original post back on...page 1? 2? back there some place.
*Names of skills/abilities, the number listed, etc... is allllll completely hypothetical for the sake of example. Don't respond/argue with me about how everyone should get more than 3 things or that X should be a ranger ability instead of a rogue or any of that noise. Ok? Ok.
Expertise Dice: [Blah blah blah. Here's how Expertise dice work.] All non-caster classes get ED.
Spells: [Blah blah blah. Here's how Spells/Spellcasting works.] All caster classes get Spells.
Fighter: Yada, yada, you're a fighter. You get Maneuvers.
Here's a list of what Maneuvers can do/you can choose from: Deadly Strike, Parry, Extra Damage.
Use your Expertise Dice (as explained above) to use a Maneuver.
(Then you go on to explain other abilities of the fighter, such as Extra Attacks.)
Cleric: Yada, yada, you're a cleric. You get Divine Magic.
Here's a list of what Divine Magic can do/you can choose from: Bless, Light, Cure Wounds.
Use your Spells (as explained above) to use Divine Magic.
(Then go one to explain other abilities of the cleric, such as Channeling Divinity.)
Paladin: Yada, yada, you're a paladin. You get Channeling Divinity.
Here's a list of what Channeling Divinity can do/you can choose from: Smite, Protection Aura, Lay on Hands.
As a Paladin, you also gain access to Fighter Maneuvers.
Use your Expertise Dice [since a Paladin is a non-caster class!] (as explained above) to use either Channeling Divinity or Maneuvers.
-------------------------------
I would stipulate, as part of the "balancing" of multiclassing...Well, first of all, I would only permit 1e-style multi-classing, combine 2 classes. Period.
If they're going to go with that 3e-"clusterfunk" they called multiclassing, I can't help 'em...or rather, am not putting the thought into how to make it work at this sitting/writing.
So for part of how multi-classing works, you can only choose one or the other (depending on how you envision your character, do they lean more heavily on being a non-caster or a caster?). So for the Fighter/Cleric versus the Paladin...
[EDIT: to correct a flaw I saw in what I originally wrote.]
Fighter/Cleric: Yada, yada, you're a fighter/cleric. You get Maneuvers.
Here's a list of what Maneuvers do/you can choose from: Deadly Strike, Parry, Extra Damage.
You also get Divine Magic.
Here's a list of what Divine Magic does/you can choose from: Bless, Light, Cure Wounds.
Use your Expertise Dice (as explained above) to use a Maneuver AND Divine Magic
OR
Use your Spells (as explained above) to use Divine Magic AND Maneuvers.
You can't do both/have it both ways. You have access to the abilities of both (Maneuvers and Divine Magic), that's what multi-classing gives you, after all. But you only have Expertise Dive OR Spells to use them with. [/EDIT]
-----------------------------
Now, for those who immediately want to whine: But I want my Paladins to have spells!!!
1) That's not the point here.
2) That's what Theme/Specialties/Backgrounds are for. Snag an "Acolyte" or "Healer" or whatever they offer that gives you a few minor spells.
If you want to have "full casting potential" then multi-class. It's as simple as that.
OR, work it out with your DM to "swap out" Channeling Divinity from the Paladin for Divine Magic. But then don't whine when you can't Smite or Lay on Hands. You can still cast spells and use Maneuvers, but both are dependent on your Expertise Dice.
Did that get tl;dr or, more importantly, too complicated?
--SD
I think I'd go with something like this*...working off of my original post back on...page 1? 2? back there some place.
*Names of skills/abilities, the number listed, etc... is allllll completely hypothetical for the sake of example. Don't respond/argue with me about how everyone should get more than 3 things or that X should be a ranger ability instead of a rogue or any of that noise. Ok? Ok.
Expertise Dice: [Blah blah blah. Here's how Expertise dice work.] All non-caster classes get ED.
Spells: [Blah blah blah. Here's how Spells/Spellcasting works.] All caster classes get Spells.
Fighter: Yada, yada, you're a fighter. You get Maneuvers.
Here's a list of what Maneuvers can do/you can choose from: Deadly Strike, Parry, Extra Damage.
Use your Expertise Dice (as explained above) to use a Maneuver.
(Then you go on to explain other abilities of the fighter, such as Extra Attacks.)
Cleric: Yada, yada, you're a cleric. You get Divine Magic.
Here's a list of what Divine Magic can do/you can choose from: Bless, Light, Cure Wounds.
Use your Spells (as explained above) to use Divine Magic.
(Then go one to explain other abilities of the cleric, such as Channeling Divinity.)
Paladin: Yada, yada, you're a paladin. You get Channeling Divinity.
Here's a list of what Channeling Divinity can do/you can choose from: Smite, Protection Aura, Lay on Hands.
As a Paladin, you also gain access to Fighter Maneuvers.
Use your Expertise Dice [since a Paladin is a non-caster class!] (as explained above) to use either Channeling Divinity or Maneuvers.
-------------------------------
I would stipulate, as part of the "balancing" of multiclassing...Well, first of all, I would only permit 1e-style multi-classing, combine 2 classes. Period.
If they're going to go with that 3e-"clusterfunk" they called multiclassing, I can't help 'em...or rather, am not putting the thought into how to make it work at this sitting/writing.
So for part of how multi-classing works, you can only choose one or the other (depending on how you envision your character, do they lean more heavily on being a non-caster or a caster?). So for the Fighter/Cleric versus the Paladin...
[EDIT: to correct a flaw I saw in what I originally wrote.]
Fighter/Cleric: Yada, yada, you're a fighter/cleric. You get Maneuvers.
Here's a list of what Maneuvers do/you can choose from: Deadly Strike, Parry, Extra Damage.
You also get Divine Magic.
Here's a list of what Divine Magic does/you can choose from: Bless, Light, Cure Wounds.
Use your Expertise Dice (as explained above) to use a Maneuver AND Divine Magic
OR
Use your Spells (as explained above) to use Divine Magic AND Maneuvers.
You can't do both/have it both ways. You have access to the abilities of both (Maneuvers and Divine Magic), that's what multi-classing gives you, after all. But you only have Expertise Dive OR Spells to use them with. [/EDIT]
-----------------------------
Now, for those who immediately want to whine: But I want my Paladins to have spells!!!
1) That's not the point here.
2) That's what Theme/Specialties/Backgrounds are for. Snag an "Acolyte" or "Healer" or whatever they offer that gives you a few minor spells.
If you want to have "full casting potential" then multi-class. It's as simple as that.
OR, work it out with your DM to "swap out" Channeling Divinity from the Paladin for Divine Magic. But then don't whine when you can't Smite or Lay on Hands. You can still cast spells and use Maneuvers, but both are dependent on your Expertise Dice.
Did that get tl;dr or, more importantly, too complicated?
--SD
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