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The mechanical problems with Multiclassing
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<blockquote data-quote="Felon" data-source="post: 1838884" data-attributes="member: 8158"><p>Well, as you likely know Unearthed Arcana provides a "magic rating" for characters that accumulates in a manner similar to BAB. As for the other non-additive abilities you mention, bardic knowledge and turn undead are pretty much legacy abilities provided for players who would feel "nerfed" without them. </p><p></p><p>As it currently stands, bardic knowledge is rendered pretty much obsolete with the gamut of knowledge skills available. And the designers deviously designed 3e undead so that their HD-to-CR ratio was somewhere close to a 2-to-1 range, then lathered on lots of turn resistance, to the point that Turn Undead becomes a fairly useless ability at a fairly low-level. They both should go bye-bye.</p><p></p><p>Monk unarmed damage? That's also a pretty dumb design element. I mean really--one attack that does 1d6 at 1st level eventually grows into 5 or 6 attacks that do 2d8 or 2d10? Jesus Christ, what martial artist needs nunchakus? "lopsided" does not mean "balanced". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> IMC monk damage stays fixed at 1d6, but they get to add to add their Wisdom to damage with both unarmed strikes and monk weapons. Seems to work.</p><p></p><p>The most broken element of multi-classing that you haven't mentioned is the accumulation of large save bonuses that occurs when a player dabbles a couple levels in several different classes. Every time a new class is undertaken, that character receives a +2 in any and all of that classes good saves. It can really add up.</p></blockquote><p></p>
[QUOTE="Felon, post: 1838884, member: 8158"] Well, as you likely know Unearthed Arcana provides a "magic rating" for characters that accumulates in a manner similar to BAB. As for the other non-additive abilities you mention, bardic knowledge and turn undead are pretty much legacy abilities provided for players who would feel "nerfed" without them. As it currently stands, bardic knowledge is rendered pretty much obsolete with the gamut of knowledge skills available. And the designers deviously designed 3e undead so that their HD-to-CR ratio was somewhere close to a 2-to-1 range, then lathered on lots of turn resistance, to the point that Turn Undead becomes a fairly useless ability at a fairly low-level. They both should go bye-bye. Monk unarmed damage? That's also a pretty dumb design element. I mean really--one attack that does 1d6 at 1st level eventually grows into 5 or 6 attacks that do 2d8 or 2d10? Jesus Christ, what martial artist needs nunchakus? "lopsided" does not mean "balanced". :eek: IMC monk damage stays fixed at 1d6, but they get to add to add their Wisdom to damage with both unarmed strikes and monk weapons. Seems to work. The most broken element of multi-classing that you haven't mentioned is the accumulation of large save bonuses that occurs when a player dabbles a couple levels in several different classes. Every time a new class is undertaken, that character receives a +2 in any and all of that classes good saves. It can really add up. [/QUOTE]
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