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The Multiclass Question
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3045806" data-attributes="member: 20805"><p>I completely agree that a multi-class character has more options.. my Calvary Scout {Cutter}, fx, carries and can weild: Bow, Greatsword, dual short swords, and lance. However a pure fighter build could weild the same types of weapons and will have a higher BAB to work from. Cutter can also track, altho at a level or two beneath what a full Ranger could. As long as he is either the fifth character or the DM is silly enough to throw low-ball CR encounters our way, he will look to be as powerful as any stright build. As soon as he has to take up the entire slack of one of the standard 4 slots or the DM tosses high-ball CR encounters.. that level or two loss of capability starts to hurt.</p><p></p><p>In some min/max cases a powergamer can develop a gestalt character based on multi-classing, however it still comes in like any other character... that means its good in the characters purview but has weaknesses in other areas. You can toss out the count of class features {which you already made the caveat that pure numbers don't tell the whole story} but my experience playing mostly multi-class characters has never resulted in a character that excells at more than one area. Works passably in a couple area, sure... usually only good enough for backing up the main, pure class character. I enjoy playing a support type character, and the current 3.x rules allow me to do so while flexing the RP aspects of the game. </p><p></p><p></p><p>I agree with <strong>Spatzimaus</strong> on cutting off the extra +2 base on good saves, but I don't do it in my game because I use E-Tools for character generation and don't want to bother recoding the entire program. This would be a good option to add to your poll <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I like the idea of training requirements, altho the ones presented above by <strong>Exen Trik</strong> mostly have throw-away feat costs so it appears that to gain the 'jack of trades but master of none' you need to burn a resource to be less effective? </p><p></p><p> And, getting ahead of you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>-Intermediary (or hybrid) classes are required for characters to change their style (CO Nel).</p><p>~Would require the ceation of said hybrid classes, providing more meat for min/maxers or simply adding an LA to the character with pointless levels..neither a good option</p><p></p><p>-Humans and half-elves should have a generic advantage but not a specific advantage when it comes to multiclassing (CO Nel; btw I'm not entirely sure what you meant by this, perhaps you could elaborate).</p><p>~I see this as reducing the cost of multiclassing, either reduction in the XP penalty or training time.. and depending on the campaign setting I would agree</p><p></p><p>-Class levels should be balanced both within a class and from one class to another (CO Nel).</p><p>~Really hard to do, altho the current Core works failry well as written.. would require an entire rewrite of all the classes or go to a D20 Modern approach of 4 classes and build out of class option trees.</p><p></p><p>-Multiclassing should require roleplaying significance (CO Vrecknidj).</p><p>~In the case of PrC, yes. The normal classes to me are packages of abilities and may have a different RP flavour than what you perceive it to be. All character choices should have a RP aspect anyway... even the selection of skills should be reflected in how the character interacts with the campaign.</p><p></p><p>-Multiclassing should be equivalent in power to single class characters (CO Vrecknidj).</p><p>~Ideally and theorectically, yes. In reality so much depends on the DM's focus. As mentioned upthread having Trapsense is only valuable if the party encounters traps</p><p></p><p>-Each class should have a specific mechanical requirement for multiclassing. Some may be more lenient than others (CO Machiavelli). Or simple treat classes as prestige classes with entry requirements (CO Thurbane for general idea and Exen Trik for specific examples).</p><p>~Covered this up-post <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-Characters that would take an XP penalty as per the current rules should be illegal (CO Machiavelli).</p><p>~Interesting, and may not affect much as many min/max do this anyway. Perhaps a flat 5% XP penatly per non-PrC that cannot be avoided by intentional leveling? Leaving the left over 15% be avoidable...</p><p></p><p>-A proclivity towards certain classes or certain kinds of multiclassing (such as favored classes) should be adjusted to fit the setting (CO Primitive Screwhead).</p><p>~Yahoo, I like this one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> {sorry...just had to}</p><p></p><p>-Characters should not receive more skill points or HP for 1st level (CO Spatzimaus).</p><p>~An interesting thought is changing the 1st level boost to be a spread across the first 3 levels..I forget what thread I found that one..</p><p></p><p>-Saving throws should not rapidly increase for multiclass characters (CO Spatzimaus).</p><p>~Using the fractional progression... requires changing any char-gen program and some math.. but doable</p><p></p><p>-Any second class other than favored class should impose some kind of penalty, e.g. an XP penalty (CO Tequila Sunrise).</p><p>~Oops, mentiong that up a couple poll items <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-Characters should not receive automatic saving throw bonuses or proficiencies when multiclassing (CO Exen Trik).</p><p>~Saving throw, yes. profiencies... no. This would be weird to work into char-gen.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3045806, member: 20805"] I completely agree that a multi-class character has more options.. my Calvary Scout {Cutter}, fx, carries and can weild: Bow, Greatsword, dual short swords, and lance. However a pure fighter build could weild the same types of weapons and will have a higher BAB to work from. Cutter can also track, altho at a level or two beneath what a full Ranger could. As long as he is either the fifth character or the DM is silly enough to throw low-ball CR encounters our way, he will look to be as powerful as any stright build. As soon as he has to take up the entire slack of one of the standard 4 slots or the DM tosses high-ball CR encounters.. that level or two loss of capability starts to hurt. In some min/max cases a powergamer can develop a gestalt character based on multi-classing, however it still comes in like any other character... that means its good in the characters purview but has weaknesses in other areas. You can toss out the count of class features {which you already made the caveat that pure numbers don't tell the whole story} but my experience playing mostly multi-class characters has never resulted in a character that excells at more than one area. Works passably in a couple area, sure... usually only good enough for backing up the main, pure class character. I enjoy playing a support type character, and the current 3.x rules allow me to do so while flexing the RP aspects of the game. I agree with [B]Spatzimaus[/B] on cutting off the extra +2 base on good saves, but I don't do it in my game because I use E-Tools for character generation and don't want to bother recoding the entire program. This would be a good option to add to your poll :) I like the idea of training requirements, altho the ones presented above by [B]Exen Trik[/B] mostly have throw-away feat costs so it appears that to gain the 'jack of trades but master of none' you need to burn a resource to be less effective? And, getting ahead of you :) -Intermediary (or hybrid) classes are required for characters to change their style (CO Nel). ~Would require the ceation of said hybrid classes, providing more meat for min/maxers or simply adding an LA to the character with pointless levels..neither a good option -Humans and half-elves should have a generic advantage but not a specific advantage when it comes to multiclassing (CO Nel; btw I'm not entirely sure what you meant by this, perhaps you could elaborate). ~I see this as reducing the cost of multiclassing, either reduction in the XP penalty or training time.. and depending on the campaign setting I would agree -Class levels should be balanced both within a class and from one class to another (CO Nel). ~Really hard to do, altho the current Core works failry well as written.. would require an entire rewrite of all the classes or go to a D20 Modern approach of 4 classes and build out of class option trees. -Multiclassing should require roleplaying significance (CO Vrecknidj). ~In the case of PrC, yes. The normal classes to me are packages of abilities and may have a different RP flavour than what you perceive it to be. All character choices should have a RP aspect anyway... even the selection of skills should be reflected in how the character interacts with the campaign. -Multiclassing should be equivalent in power to single class characters (CO Vrecknidj). ~Ideally and theorectically, yes. In reality so much depends on the DM's focus. As mentioned upthread having Trapsense is only valuable if the party encounters traps -Each class should have a specific mechanical requirement for multiclassing. Some may be more lenient than others (CO Machiavelli). Or simple treat classes as prestige classes with entry requirements (CO Thurbane for general idea and Exen Trik for specific examples). ~Covered this up-post :) -Characters that would take an XP penalty as per the current rules should be illegal (CO Machiavelli). ~Interesting, and may not affect much as many min/max do this anyway. Perhaps a flat 5% XP penatly per non-PrC that cannot be avoided by intentional leveling? Leaving the left over 15% be avoidable... -A proclivity towards certain classes or certain kinds of multiclassing (such as favored classes) should be adjusted to fit the setting (CO Primitive Screwhead). ~Yahoo, I like this one :) {sorry...just had to} -Characters should not receive more skill points or HP for 1st level (CO Spatzimaus). ~An interesting thought is changing the 1st level boost to be a spread across the first 3 levels..I forget what thread I found that one.. -Saving throws should not rapidly increase for multiclass characters (CO Spatzimaus). ~Using the fractional progression... requires changing any char-gen program and some math.. but doable -Any second class other than favored class should impose some kind of penalty, e.g. an XP penalty (CO Tequila Sunrise). ~Oops, mentiong that up a couple poll items :) -Characters should not receive automatic saving throw bonuses or proficiencies when multiclassing (CO Exen Trik). ~Saving throw, yes. profiencies... no. This would be weird to work into char-gen. [/QUOTE]
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