muffin_of_chaos said:
...*someone* reply and give me a good reason why this wouldn't work...I know you're out there...
I should get a copyright to the term "comboclass" while it's hot.
If it is up to the player to pick and choose which abilities he keeps from two classes, and which he doesn't keep, munchkin players will be able, after gaining "system mastery" of the rules, to choose the strongest abilities of the two classes and discard the weakest.
Assuming every class has some good stuff, and some blah stuff, which I can already see in the pregen characters, combining all the good without any of the blah results in a more powerful comboclass.
Try it.
Go pick any two official pregen classes. Build a comboclass by asking yourself "what's best to keep and what's best to discard, based on evaluating which powers make me the strongest I can be" (you know, basic munchkin mentality).
Then, once you're done, go duel your new combo class against the original pregens (1 vs. 1 dueling). Do it a few times and weed out the oddities where one duelist rolls constistently badly, or constistenly well, and dominates the duel strictly on the basis of random dice variance.
See which class wins the most consistently: pregen 1, pregen 2, or comboclass.
Then take it even a bit farther. Do this will all comboclass possibilities and dual the comboclasses. My hypothesis is that some comboclasses will dominate in this round-robin tournament much more easily than some other comboclasses, and some won't dominate at all. I base this hypothesis on the assumption that not all core classes are perfectly balanced, that some core classes have abilities or powers that are marginally better than others, and that a comboclass that starts with two of the most powerful core classes will be intrinsically better than a comboclass that doesn't.
All this means is that crafty players will quickly figure out how to comboclass a munchkin that is more powerful, even overpowered, compared to the rest of the characters in the party who stick with a single core class, or who comboclass poorly.
This would be bad for the other players (jealosy that Fred can do more than they can do), bad for the campaign (hard to make engaging, balanced challenges and encounters when Fred is always dominating them), bad for the DM (always having to send the ogre to attack Fred and the orcs to attack the rest of the group gets very tiresome).
This is why making blanket rules that instruct players to pick their favorite powers from two classes and make a hybrid comboclass out of them is probably not a good idea.