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What is, by consensus opinion, obviously broken?
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<blockquote data-quote="UngeheuerLich" data-source="post: 5086310" data-attributes="member: 59057"><p>multiclassing in 3rd edition seemed like a thing of beuty, but actually was a mess. A good system, which could have been more thought out. The Trailblazer idea of using base caster level would have been a step in the right direction.</p><p></p><p>The multiclassing system of 4e is not so bad, but a bit too cautiously. With Hybrid rules in full effect, multiclassing could have been a lot better by picking up "multiclass talents"</p><p></p><p>I believe untyped bonuses "ruin the game a little bit": there was a reason why 3rd edition had so many typed bonuses: because they didn´t want them to stack into oblivion. The latter introduction of items which produced luck bonuses and metamagc that allowed for making spells last a day resulted in an abuse of this system.</p><p></p><p>the untyped bonuses resulted in hybrid talents beeing restricted to one pick. If a class added class bonuses by deafault for a weapon specialization (like fighter or rogue´s) you would not have to be that cautious in what to allow and what not.</p><p></p><p>Also i believe ritual casters that should do some rituals regularly should have a class feature like the bard to reduce cost or time to zero and utility spells be combat only with feather fall rather be a ritual with material component a feather an a casting time of a free action. Maybe allow a memorization of rituals. Maybe you could make ritual cheaper and faster if you have a specific material component which is exactly the right focus for this particular ritual.</p><p></p><p>Also i think, although garthanos has very good arguments against it, that ability scores define what you do with it, not the class. So you can better multiclass because stats match better.</p><p></p><p>An alternative, which was suggested is a more ADnD approach: a class dependent attack bonus (+1/2 per level) which is more or less independant of a stat, and only damage is modified by ability scores. This way, lower stats are valid and you don´t need magic items to hold it up. </p><p></p><p>The way the multiclass system works disallows unfitting multiclass options.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5086310, member: 59057"] multiclassing in 3rd edition seemed like a thing of beuty, but actually was a mess. A good system, which could have been more thought out. The Trailblazer idea of using base caster level would have been a step in the right direction. The multiclassing system of 4e is not so bad, but a bit too cautiously. With Hybrid rules in full effect, multiclassing could have been a lot better by picking up "multiclass talents" I believe untyped bonuses "ruin the game a little bit": there was a reason why 3rd edition had so many typed bonuses: because they didn´t want them to stack into oblivion. The latter introduction of items which produced luck bonuses and metamagc that allowed for making spells last a day resulted in an abuse of this system. the untyped bonuses resulted in hybrid talents beeing restricted to one pick. If a class added class bonuses by deafault for a weapon specialization (like fighter or rogue´s) you would not have to be that cautious in what to allow and what not. Also i believe ritual casters that should do some rituals regularly should have a class feature like the bard to reduce cost or time to zero and utility spells be combat only with feather fall rather be a ritual with material component a feather an a casting time of a free action. Maybe allow a memorization of rituals. Maybe you could make ritual cheaper and faster if you have a specific material component which is exactly the right focus for this particular ritual. Also i think, although garthanos has very good arguments against it, that ability scores define what you do with it, not the class. So you can better multiclass because stats match better. An alternative, which was suggested is a more ADnD approach: a class dependent attack bonus (+1/2 per level) which is more or less independant of a stat, and only damage is modified by ability scores. This way, lower stats are valid and you don´t need magic items to hold it up. The way the multiclass system works disallows unfitting multiclass options. [/QUOTE]
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