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The Multiclass Question
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<blockquote data-quote="Nel" data-source="post: 3046045" data-attributes="member: 44172"><p>That was an idea among others of what could be done, an example made on the fly, I did not imply a "must" about this.</p><p>The purpose in itself is not to have a ridiculously large amount of new core classes (what could very well happen if the principle was followed to the letter) but rather to have something that allow characters to change what they can do at the cost of having to work as hard and as long as the two concepts used by the classes are far from each other on a "graduated scale".</p><p>If a graduated scale can be created for this kind of things, of course.</p><p>Example: a "fighter" want to become a "priest" (divine magic user with more powerful spells but less martial skills and less resistance than a cleric).</p><p>The grid shows the way as such: Fighter->Paladin->Cleric->Priest</p><p>By taking one level in the paladin class then one in the cleric class before being able to take his first level in the priest class he must take the time and effort to become "enlightened" in the religious ways while leaving behind him his martial point of view.</p><p>If he want to retain the ability to gain levels in the fighter class then he will have to take more levels in each pal/cleric class because broadening his mind is more difficult than simply changing his mind.</p><p></p><p>But that's nothing more than that, an example, what I wanted to say is that it takes time to change his way of life and it should be taken in consideration when multiclassing, whatever the system.</p><p></p><p></p><p>Simple, a halfling will make a good rogue but a bad paladin while a human will turn out to be in the middle range of effectiveness as a rogue or a paladin.</p><p>Humans and half-elves, if not modified for anything else than multiclassing, should not be at the top in anything but not at the bottom in anything, whatever the class they should have steadfast results.</p><p>So, multiclassing should bring them polyvalency and make them able to stand their ground in several situations (and not kick-*ss whatever the situation) when another more specialized character goes from being useless to being essential depending of the dangers encountered.</p><p>In fact, if you look at it from this point of view, multiclassing should be their strength.</p><p></p><p></p><p>Indeed, not only for the purpose of multiclassing but because it's more fair to the players.</p><p>For example, all the levels of a fighter offer more or less the same basic advantages: same BAB, same number of skill points, same potential hp and so on; the only things that do not follow this rule are base saves and feats, but you can consider that each level bring you a part of the next feat/save point even if it can't be used yet because it's not whole.</p><p>Now look at a wizard, would you say that the 2nd level brings things as powerful as the 16th does ?</p><p>By the way it's very simple to show, at low level fighters are better than wizards, but at high level it's the opposite situation, the issue is clear: the gain in power is not constant from one level/class to the other.</p><p></p><p></p><p>What I mean with these three points is that the most secured and stable way to create a balanced multiclassing system is (imo of course) :</p><p></p><p>-to even races' power without destroying their exotism, for example by having some that are specialized (excellent in a first class, good in a second, bad in a third, awful in a fourth and middle for the others) and some that are mundane (so-so in everything but with no damning flaw).</p><p></p><p>-to create a system that does not allow everything on the spot but is still "free" enough to be fun, a system with which the player can choose by himself where he want to go knowing that the ticket's price will fit the length of the travel.</p><p></p><p>-to even classes'/levels' power, meaning that a 20th level cleric will not be more powerful than a 10th fighter/10th druid (save peculiar situations).</p><p>I know this point had been looked for since 1st D&D, but it has to be taken in consideration to some extent, if multiclass is...well, not broken but kind of broken, it's partly because classes and levels are not equal.</p><p></p><p>Of course, all of this range from pretty hard to close to impossible, but it's the better way if you consider the final result and not the effort it would take.</p></blockquote><p></p>
[QUOTE="Nel, post: 3046045, member: 44172"] That was an idea among others of what could be done, an example made on the fly, I did not imply a "must" about this. The purpose in itself is not to have a ridiculously large amount of new core classes (what could very well happen if the principle was followed to the letter) but rather to have something that allow characters to change what they can do at the cost of having to work as hard and as long as the two concepts used by the classes are far from each other on a "graduated scale". If a graduated scale can be created for this kind of things, of course. Example: a "fighter" want to become a "priest" (divine magic user with more powerful spells but less martial skills and less resistance than a cleric). The grid shows the way as such: Fighter->Paladin->Cleric->Priest By taking one level in the paladin class then one in the cleric class before being able to take his first level in the priest class he must take the time and effort to become "enlightened" in the religious ways while leaving behind him his martial point of view. If he want to retain the ability to gain levels in the fighter class then he will have to take more levels in each pal/cleric class because broadening his mind is more difficult than simply changing his mind. But that's nothing more than that, an example, what I wanted to say is that it takes time to change his way of life and it should be taken in consideration when multiclassing, whatever the system. Simple, a halfling will make a good rogue but a bad paladin while a human will turn out to be in the middle range of effectiveness as a rogue or a paladin. Humans and half-elves, if not modified for anything else than multiclassing, should not be at the top in anything but not at the bottom in anything, whatever the class they should have steadfast results. So, multiclassing should bring them polyvalency and make them able to stand their ground in several situations (and not kick-*ss whatever the situation) when another more specialized character goes from being useless to being essential depending of the dangers encountered. In fact, if you look at it from this point of view, multiclassing should be their strength. Indeed, not only for the purpose of multiclassing but because it's more fair to the players. For example, all the levels of a fighter offer more or less the same basic advantages: same BAB, same number of skill points, same potential hp and so on; the only things that do not follow this rule are base saves and feats, but you can consider that each level bring you a part of the next feat/save point even if it can't be used yet because it's not whole. Now look at a wizard, would you say that the 2nd level brings things as powerful as the 16th does ? By the way it's very simple to show, at low level fighters are better than wizards, but at high level it's the opposite situation, the issue is clear: the gain in power is not constant from one level/class to the other. What I mean with these three points is that the most secured and stable way to create a balanced multiclassing system is (imo of course) : -to even races' power without destroying their exotism, for example by having some that are specialized (excellent in a first class, good in a second, bad in a third, awful in a fourth and middle for the others) and some that are mundane (so-so in everything but with no damning flaw). -to create a system that does not allow everything on the spot but is still "free" enough to be fun, a system with which the player can choose by himself where he want to go knowing that the ticket's price will fit the length of the travel. -to even classes'/levels' power, meaning that a 20th level cleric will not be more powerful than a 10th fighter/10th druid (save peculiar situations). I know this point had been looked for since 1st D&D, but it has to be taken in consideration to some extent, if multiclass is...well, not broken but kind of broken, it's partly because classes and levels are not equal. Of course, all of this range from pretty hard to close to impossible, but it's the better way if you consider the final result and not the effort it would take. [/QUOTE]
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