UA: GESTALT Characters..anybody try this yet?

HellHound said:
I would SO have picked up the Mystic Theurge class with that gestalt, suddenly freeing up one of your two gestalt classes at each character level for some rogue levels for the skills and sneak attack.
In Unearthed Arcana, DMs are specifically warned against using that type of PrC (Mystic Theurge, Arcane Trickster, or Eldritch Knight) in a gestalt game.

I just wrapped up a Gestalt game for two players, and I thought it went really well with no restrictions (aside from the aforementioned one).

Initially, I was leery about allowing spellcasting combos but after a month of play I realized that I had nothing to worry about. I dealt with boith a Clr/Sor as well as a fairly potent Wiz/Sor, with only positive results.

Gestalt spellcasters have the benefit of added utility and variety, and they can go longer without needing to rest, but they don't dominiate the game.

The only problem I had was that I ened up serving two TPKs, primarily because both the players and myself were overconfident of the character's power levels.
 

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HellHound said:
I would SO have picked up the Mystic Theurge class with that gestalt, suddenly freeing up one of your two gestalt classes at each character level for some rogue levels for the skills and sneak attack.
Unfortunately, we are running a 3.0 game. The Mystic Theurge is not available. ;)
 

These positive experiences regarding Gestalt characters sound promising. I think I may need to try this option next time I have two players trying to cover for four.

Also, the remarks about spellcaster combos have been very enlightening, I don't think I gave enough consideration to the fact that even with the large spell list to choose from, you still can't cast them any faster.

The UA standards sound like they work after all.

That said, are there any trip ups to specifically watch out for when using this variant?
 

You have to be carefuly of players choosing gestalts that have weak synergy like a Fighter/Paladin, since it puts them below the power level of more effective Gestalts.
 

Right now I'm playing in a game that is heavily-modified with Unearthed Arcana variant rules. We're using VP/WP, class Defense, armor as DR, action dice, character traits and disadvantages, weapon group feats, and gestalt characters. There are 6 players, and I'm playing a Barbarian/Bard (Bardbarian!) who is like a master campfire storyteller....a collector of barbarian lore, as it were. So far we're having a blast with it, because we're all finding really creative ways to get into and out of various situations.

We've not had any problems with keeping track of our abilities, mostly because everyone has created their character along a theme. As long as you do that, rather than thinking of it as simply mechanics and class combos, it's much easier to play.
 


Our group

In the campaign I'm playing in, we have 6 players all playing gestalt characters. I believe they consist of Human Cleric/Monk, Dwarven Cleric/Samurai, Human Fighter/Barbarian, Human Fighter/Rogue (think Pirate), Gnome Rogue/Wizard, and, my character, Druid/Monk with a Vow of Poverty (only the greatest feat ever). We're all 5-7 level, and we're playing Return to the Temple of Elemental Evil.

I'm on my third character. The first, a monk/rogue Indiana Jones for the Temple of Azuth packed a hell of a sneak attack. He died in a player Vs. player conflict (a whole different thread). The Second was originally Sorceror/Bard and at 6th level replaced Bard with Fighter to increase his BAB (I was trying to qualify for a broken prestige class.) He died last session trying use his rapier instead of his magic missiles. (That's what I get for playing in character.) I haven't really had a chance to play the Druid/Monk, but I figure he'll be pretty powerful.

As a player, I find that the versatility is great. It really seems to allow you to play more unique characters, because you still have to explain in-game why you can do what you do.

My GF played a fighter/rogue as the daughter of Inaigo Montoya from the Princess Bride. Fighter/rogue is much better than the Swashbuckler class at actually reproducing the Cinematic swashbuckler. And that's really the reason why we like the Gestalt system. It creates a far more cinematic system, which is what the DM likes.

The power level, at 6th level, is about right at +1 ECL. I suspect that at higher levels, the ECL will have to rise to match the accumulated powers. But for now, +1 ECL is right. As I said above, the characters are not overpowered.

The most powerful combos are those when the two classes share a main stat. To really break the system, you'd need Uber stats. For instance, Sorceror/Wizard is hardly playable unless you have 18 Int & 18 Cha. If you're using, point buy, you now have no points for Dex or Con, both of which you'll need. If you're rolling dice, good luck. I would think the odds of getting 2 18's on 4d6 - lowest is 1 in 1,000. Sorceror/Paladin is pretty good, but you either worry about Spell Failure, or you use no armour, or you just don't use the paladin's fighting to it's fullest. Monk/Cleric seems to be powerful but not outrigt broken. In fact, I'd say that it's one of the more powerful combo's but it has yet to prove to unbalancing. (You face a similar quandry as the Sorc/Pal, the beneifit of the Cleric is the armour which you can't use as a monk.)

I'm hoping that Monk/Druid is a powerful combo. We'll be playing with Complete Divine starting next session. I hear there will be a feat that will allow druid's to cast heal spells spontaneously. IF that's true, I really will have a broken character.

Just my 2 platinum,

Eric
 

Barmy Gith said:
Especially if you get +1 to spellcaster level for both the cleric and the wizard as you advance.

Just in case... those +1 to spellcaster level - of course - do not stack.

The cleric class advances cleric spellcaster level and the wizard class advances wizard spellcaster level.

As I said... just in case! :D

Maybe if you had to choose one or the other each level it might work out.

That would be like multiclassing then, or not? ;)

Otherwise, I would try to limit class combos to those that are mainly 1 class non-magic user/1 class magic user.

That seems like a very sensible approach, really. :)

But I would not rule out non-spellcaster/non-spellcaster combos. They are just weaker than the spellcasters, anyways (yes, even fighter/rogues cannot compare with cleric/rogues or fighter/wizards).

Bye
Thanee
 
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I havn't looked up those rules in detail, but aren't you supposed to NOT multiclass with Gestalt characters?

Bye
Thanee
 

Thanee said:
I havn't looked up those rules in detail, but aren't you supposed to NOT multiclass with Gestalt characters?
IIRC, there's nothing about that in UA.

In my previous game, one character went Clr/Sor for a couple of levels then Clr/Pal later. No problems there.

The other character went: Brb/Rgr for hit points and rage, then Ftr/Rog for some feats, and ended up Rgr/Rog for the rest of his career.
 

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