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Variant Multiclassing (AD&D/Gygax Style), help with play balance
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<blockquote data-quote="Sword of Spirit" data-source="post: 8098433" data-attributes="member: 6677017"><p>I tried to make about 3 or 4 different versions of this back early in the edition cycle. You can probably find some of them in old topics I started. Eventually I decided that there are subclasses that can handle pretty much any multiclass concept I wanted to present <em>except</em> a good fighter/wizard. I like Bladesinger, but it wasn't really working for me--too much wizard and not enough fighter, while Eldritch Knight (which I also like) has a more extreme version of the opposite problem. Once I figured that out, I just bit the bullet and homebrewed a warrior-mage class. I made it a full caster class for simplicity (half caster wouldn't be enough). The numerical balance is primarily based on a comparison with Bladesinger, but I also looked at Valor Bard. Swords Bard wasn't out yet for comparison. It seems to be working really well for me.</p><p></p><p>I can provide some feedback based on my earlier gestalt/hybrid attempts:</p><p></p><p>-If you use the maximum hit points, you favor classes with a high hit point difference (d12s or d10s with d6s) and completely dis-favor classes with the same HD.</p><p>-I strongly recommend against having the actual level and number of HD be lower. That's just a mess. It doesn't make sense in any form of modern game design to have less hit points because you have a double major. Better to have their character level the same, and just have their class features show up on the schedule you like. If you do so, you can easily give them hp/HD that are half way between the two classes.</p><p>-There are some potential feature interactions that can be problematic, and you might want to look at them on a case by case basis. The primary thing to consider is that each class has a damage scaling mechanism--it might be Extra Attack, or Sneak Attack, or cantrips that upscale, or Divine Strike, etc. You want to see how these things interact. Not getting your upgrades at appropriate levels will put you behind the party in standard combat contribution, while stacking them from multiple classes can put you ahead of the curve.</p><p>-You might also want to just straight up limit the combinations, especially if you are going for a classic feel. That allows you to maintain more control over the potential interactions.</p><p>-The way you are doing spell slots (based on the lowered level, rather than what they would have at their XP level) isn't something terribly satisfying. Your cleric/mage is going to feel less magical than a cleric or a mage, and they should feel equally magical. Giving them a normal character level and basing spell slots on character level rather than class feature level could fix that. They still would be limited to knowing spells of the appropriate class levels. So you'd have the same spell slots, but you'd trade higher spell levels for the flexibility of having a larger number of prepared spells each day.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8098433, member: 6677017"] I tried to make about 3 or 4 different versions of this back early in the edition cycle. You can probably find some of them in old topics I started. Eventually I decided that there are subclasses that can handle pretty much any multiclass concept I wanted to present [I]except[/I] a good fighter/wizard. I like Bladesinger, but it wasn't really working for me--too much wizard and not enough fighter, while Eldritch Knight (which I also like) has a more extreme version of the opposite problem. Once I figured that out, I just bit the bullet and homebrewed a warrior-mage class. I made it a full caster class for simplicity (half caster wouldn't be enough). The numerical balance is primarily based on a comparison with Bladesinger, but I also looked at Valor Bard. Swords Bard wasn't out yet for comparison. It seems to be working really well for me. I can provide some feedback based on my earlier gestalt/hybrid attempts: -If you use the maximum hit points, you favor classes with a high hit point difference (d12s or d10s with d6s) and completely dis-favor classes with the same HD. -I strongly recommend against having the actual level and number of HD be lower. That's just a mess. It doesn't make sense in any form of modern game design to have less hit points because you have a double major. Better to have their character level the same, and just have their class features show up on the schedule you like. If you do so, you can easily give them hp/HD that are half way between the two classes. -There are some potential feature interactions that can be problematic, and you might want to look at them on a case by case basis. The primary thing to consider is that each class has a damage scaling mechanism--it might be Extra Attack, or Sneak Attack, or cantrips that upscale, or Divine Strike, etc. You want to see how these things interact. Not getting your upgrades at appropriate levels will put you behind the party in standard combat contribution, while stacking them from multiple classes can put you ahead of the curve. -You might also want to just straight up limit the combinations, especially if you are going for a classic feel. That allows you to maintain more control over the potential interactions. -The way you are doing spell slots (based on the lowered level, rather than what they would have at their XP level) isn't something terribly satisfying. Your cleric/mage is going to feel less magical than a cleric or a mage, and they should feel equally magical. Giving them a normal character level and basing spell slots on character level rather than class feature level could fix that. They still would be limited to knowing spells of the appropriate class levels. So you'd have the same spell slots, but you'd trade higher spell levels for the flexibility of having a larger number of prepared spells each day. [/QUOTE]
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