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*Pathfinder & Starfinder
Variant Multiclass Rules Idea
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<blockquote data-quote="tingbudong" data-source="post: 2548810" data-attributes="member: 36118"><p>Hi,</p><p>while I think the 3.XE multiclass rules are a very good system, they sometimes have trouble emulating some archetypes, especially when it involves spellcasters. This almost always leads to the need for a prestige class, which has sort of a compromise between the two base classes, such as the spellsword being a mixture between fighters and wizards, or to the introduction of a whole new base class which fills the niche of the class combination but over time can lead to a huge inflation in classes.</p><p>Another approach would be the Gestalt rules, but they are not compatible with regular characters due to the increased power levels, which is not exactly satisfying for everyday gaming either.</p><p></p><p>So I thought it would be an interesting idea to try an approach somewhere in the middle. The idea was to use a variant of the Gestalt rules where instead of taking the best of both worlds, you take the average. So, for example, when you mix a fighter (d10 HD) with a rogue (d6 HD), you would end up with a d8 HD (which is exactly what effectively happens when you alternate between taking classes in fighter and rogue).</p><p></p><p>The only rules change I found the need for implementing for so far was the medium save progression.</p><p></p><p>level - bonus</p><p>1 - +1</p><p>2 - +2</p><p>3 - +2</p><p>4 - +3</p><p>5 - +3</p><p>6 - +3</p><p>7 - +4</p><p>8 - +4</p><p>9 - +5</p><p>10 - +5</p><p>11 - +5</p><p>12 - +6</p><p>13 - +6</p><p>14 - +7</p><p>15 - +7</p><p>16 - +7</p><p>17 - +8</p><p>18 - +8</p><p>19 - +9</p><p>20 - +9</p><p></p><p>So I broke down the basic features of the classes and assigned points values to them to compare classes better. So when you combine two classes you find the average for each category and use the corresponding feature, rounding where it makes sense. The sum for all categories can give an indication of the overall power of the combination.</p><p></p><p>Example: Suppose you want to play a fighter/sorceror. The fighter's d10 HD has a points value of 2 (see below) and the sorceror's d4 HD has a value of -4. The average of that is -1, which is not an element of the table. So depending on whether your focus is more on the fighter or the spellcasting side, you could either settle for a d6 or a d8 HD and note down -2 or 0 points, depending on your choice. This process would be repeated for all features.</p><p></p><p><strong>Hit Dice</strong></p><p>D4 – -4</p><p>D6 – -2</p><p>D8 – 0</p><p>D10 – 2</p><p>D12 – 4</p><p></p><p><strong>BAB</strong></p><p>½ - -2</p><p>¾ - 0</p><p>1/1 – 2</p><p></p><p><strong>saving throws</strong></p><p>good –2</p><p>medium – 0</p><p>poor – -2</p><p></p><p><strong>skill points per level</strong></p><p>2 - -1</p><p>4 – 0</p><p>6 – 1</p><p>8 – 2</p><p></p><p><strong>Weapon Proficiencies</strong></p><p>Few (e.g. wizard or druid) -1</p><p>Simple 0</p><p>Simple & martial 1</p><p></p><p><strong>Armor Proficiency (armor cost doubles for divine spellcasters)</strong></p><p>None -2</p><p>Light -1</p><p>Medium 0</p><p>Heavy 1</p><p>Shield +1</p><p></p><p><strong>Misc</strong></p><p>Alignment restriction -1</p><p>Multiclass restriction -1</p><p>Condition on class abilities (alignment, action, etc.) -2</p><p>Misc restriction or drawback -1</p><p>Full spell progression (9 levels – druid, sorcerer, wizard, cleric) +5</p><p>Minor Spell Progression (paladin, ranger, bard) +5</p><p>Removed class feature and all following features depending on it -1</p><p>Delay spell level gains by 1 level (full progression) or by 2 levels (partial progression) -1</p><p>Halve spells per day -2 (full progression) -1 (partial progression)</p><p></p><p><strong>Example Combination</strong></p><p></p><p><u>Fighter/Wizard</u></p><p>D6 HD -2 Pts</p><p>¾ BAB 0 Pts</p><p>medium fortitude, medium will, poor reflex -2 Pts</p><p>2 SP/lv -1 Pt</p><p>Medium armor & shields 1 Pt</p><p>Full spell progression 5 Pts</p><p></p><p>Net 1 Pt</p><p></p><p><u>Rogue/Sorceror</u></p><p>D6 HD -2 Pts</p><p>¾ BAB 0 Pts</p><p>medium reflex, medium will, poor fortitude -2 Pts</p><p>6 SP/lvl 1 Pt</p><p>simple weapons & rogue weapons 0 Pts</p><p>Light armor -1 Pt</p><p>Full spell progression 5 Pts</p><p></p><p>Net 1 Pt</p><p></p><p><u>Druid/Ranger</u></p><p>D8 HD 0 Pts</p><p>¾ BAB 0 Pts</p><p>good reflex, medium fortitude, medium will 2 Pts</p><p>4 SP/lv 0 Pts</p><p>Simple weapon 0 Pts</p><p>Light Armor & Shields 0 Pts</p><p>Full spell progression 5 Pts</p><p>Removed wild empathy -1 Pt</p><p>Removed ranger's companion -1 Pt</p><p>Removed timeless body -1 Pt</p><p>Removed venom immunity -1 Pt</p><p>Removed elemental wild shape -1 Pt</p><p></p><p>Net 2 Pts</p><p></p><p><u>Wizard/Cleric</u></p><p>D6 HD -2 Pts</p><p>½ BAB -2 Pt</p><p>good will, medium fortitude, poor reflex 0 Pts</p><p>2 sp/lv -1 Pt</p><p>Simple weapons 0 Pts</p><p>Light Armor -1 Pt</p><p>Two Full spell progressions 10 Pts</p><p>Condition on clerical class abilities -2</p><p></p><p>Net 2 Pt</p><p></p><p>Based on this rough sketch, the fighter/wizard and rogue/sorceror seems to work out fine. The druid/ranger shows that some builds need to remove several class abilities to keep balance, otherwise they just get a too high amount. The wizard/cleric is not surprisingly the most powerful of the examples, but it should still work out since the total numbers of spells are not increased (two halved progressions). If it turns out to be too much, you could remove the wizard bonus feats or the cleric's turn undead.</p><p></p><p>I hope this makes sense, I just sort of threw some tables together after I had the idea. Has anybody got some feedback on whether or not this could work?</p><p></p><p>tbd</p></blockquote><p></p>
[QUOTE="tingbudong, post: 2548810, member: 36118"] Hi, while I think the 3.XE multiclass rules are a very good system, they sometimes have trouble emulating some archetypes, especially when it involves spellcasters. This almost always leads to the need for a prestige class, which has sort of a compromise between the two base classes, such as the spellsword being a mixture between fighters and wizards, or to the introduction of a whole new base class which fills the niche of the class combination but over time can lead to a huge inflation in classes. Another approach would be the Gestalt rules, but they are not compatible with regular characters due to the increased power levels, which is not exactly satisfying for everyday gaming either. So I thought it would be an interesting idea to try an approach somewhere in the middle. The idea was to use a variant of the Gestalt rules where instead of taking the best of both worlds, you take the average. So, for example, when you mix a fighter (d10 HD) with a rogue (d6 HD), you would end up with a d8 HD (which is exactly what effectively happens when you alternate between taking classes in fighter and rogue). The only rules change I found the need for implementing for so far was the medium save progression. level - bonus 1 - +1 2 - +2 3 - +2 4 - +3 5 - +3 6 - +3 7 - +4 8 - +4 9 - +5 10 - +5 11 - +5 12 - +6 13 - +6 14 - +7 15 - +7 16 - +7 17 - +8 18 - +8 19 - +9 20 - +9 So I broke down the basic features of the classes and assigned points values to them to compare classes better. So when you combine two classes you find the average for each category and use the corresponding feature, rounding where it makes sense. The sum for all categories can give an indication of the overall power of the combination. Example: Suppose you want to play a fighter/sorceror. The fighter's d10 HD has a points value of 2 (see below) and the sorceror's d4 HD has a value of -4. The average of that is -1, which is not an element of the table. So depending on whether your focus is more on the fighter or the spellcasting side, you could either settle for a d6 or a d8 HD and note down -2 or 0 points, depending on your choice. This process would be repeated for all features. [b]Hit Dice[/b] D4 – -4 D6 – -2 D8 – 0 D10 – 2 D12 – 4 [b]BAB[/b] ½ - -2 ¾ - 0 1/1 – 2 [b]saving throws[/b] good –2 medium – 0 poor – -2 [b]skill points per level[/b] 2 - -1 4 – 0 6 – 1 8 – 2 [b]Weapon Proficiencies[/b] Few (e.g. wizard or druid) -1 Simple 0 Simple & martial 1 [b]Armor Proficiency (armor cost doubles for divine spellcasters)[/b] None -2 Light -1 Medium 0 Heavy 1 Shield +1 [b]Misc[/b] Alignment restriction -1 Multiclass restriction -1 Condition on class abilities (alignment, action, etc.) -2 Misc restriction or drawback -1 Full spell progression (9 levels – druid, sorcerer, wizard, cleric) +5 Minor Spell Progression (paladin, ranger, bard) +5 Removed class feature and all following features depending on it -1 Delay spell level gains by 1 level (full progression) or by 2 levels (partial progression) -1 Halve spells per day -2 (full progression) -1 (partial progression) [b]Example Combination[/b] [u]Fighter/Wizard[/u] D6 HD -2 Pts ¾ BAB 0 Pts medium fortitude, medium will, poor reflex -2 Pts 2 SP/lv -1 Pt Medium armor & shields 1 Pt Full spell progression 5 Pts Net 1 Pt [u]Rogue/Sorceror[/u] D6 HD -2 Pts ¾ BAB 0 Pts medium reflex, medium will, poor fortitude -2 Pts 6 SP/lvl 1 Pt simple weapons & rogue weapons 0 Pts Light armor -1 Pt Full spell progression 5 Pts Net 1 Pt [u]Druid/Ranger[/u] D8 HD 0 Pts ¾ BAB 0 Pts good reflex, medium fortitude, medium will 2 Pts 4 SP/lv 0 Pts Simple weapon 0 Pts Light Armor & Shields 0 Pts Full spell progression 5 Pts Removed wild empathy -1 Pt Removed ranger's companion -1 Pt Removed timeless body -1 Pt Removed venom immunity -1 Pt Removed elemental wild shape -1 Pt Net 2 Pts [u]Wizard/Cleric[/u] D6 HD -2 Pts ½ BAB -2 Pt good will, medium fortitude, poor reflex 0 Pts 2 sp/lv -1 Pt Simple weapons 0 Pts Light Armor -1 Pt Two Full spell progressions 10 Pts Condition on clerical class abilities -2 Net 2 Pt Based on this rough sketch, the fighter/wizard and rogue/sorceror seems to work out fine. The druid/ranger shows that some builds need to remove several class abilities to keep balance, otherwise they just get a too high amount. The wizard/cleric is not surprisingly the most powerful of the examples, but it should still work out since the total numbers of spells are not increased (two halved progressions). If it turns out to be too much, you could remove the wizard bonus feats or the cleric's turn undead. I hope this makes sense, I just sort of threw some tables together after I had the idea. Has anybody got some feedback on whether or not this could work? tbd [/QUOTE]
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