Intense_Interest
First Post
Dannyalcatraz said:results mostly from benefit gaps in leveling
I have no problem with that. It models myth and fiction quite well.
But for those who have a problem with that, a feat analogous to Practiced Spellcaster or Empower Spell would be an easy fix, getting the shapeshifter better abilities in at least one form.[/quote]
In this edition, feats aren't used as an alternate cost to make a character exceptional, they're additional separate abilities, for one.
Secondly, you're ascribing to the "Level 1 means can't swing a sword." Sacred Cow. A level 1 Rogue is already doing 2d6 Sneak Attack damage, so we're really seeing a conflict between two distinct senses of scale here.
Multiclassing isn't about optimizing a PC for performance, its about flexibility and roleplay.
What does a multi-class do that can't be made achieved by a well-designed base class already? Half-and-Half classes like the "Arcane Avenger" are good enough to be class concepts, and dabbling is well contained within the current Multiclass feats or a slight alteration within them.
The encounter should either be commensurate with the party's abilities or designed to make them consider actions other than combat to the death. Encounters that depend upon the abilities of a single player are potential TPKs.
"Fuzzy numbers" are System Mastery dog whistles. You'd have to break the entire system down to take into account either the Do Everything Super-classes or the Behind The Curve partial classes.
The exponential nature of the class-based system math (Magic Items, Powers) means that a Level 15 character has to be able to contribute equally across the entire spectrum, or else the Flat Number XP reward that is so brilliantly elegant goes out the window.
To you, perhaps, but not to everyone.
Remember, I'm not saying I dislike the 4Ed multiclassing system. I actually like it as an option. Before 4Ed's release, I was working on something like it for my upcoming 3.5 campaign.
I'm saying that its not a substitute for real multiclassing.
PrCs in 3E give you the level 15 fighter level 1 Plaguelord instead of a level 16 Plaguelord, or the 7 levels of crap. It was never a good idea- This goes beyond Power Creep and Optimization Wormholes.
"Real multiclassing" is either Dabbling or a Mashup, in a broad stroke. Dabbling we have, and Mashups are supposed to be actual classes anyway. There might be a third option between the poles, but I'm not seeing a distinction.
Considering the more than 150 years of combined gaming experience in my group, and their willingness to teach others older editions of the game- especially their kids?
I'll go with my group, thank you very much, but in all honesty, though, the truth is "neither."
"Linear" teaching mechanics vs. "Exponential" fad growth. The Old Forgotten Realms defense that the grognards taught the newbies didn't hold up: you have to have a game that advertises itself.
A game's mere simplicity is neither a flaw nor a feature. Longevity- coupled with measurable popularity- is the true test.
Chess, Go, Checkers- all have fairly simple rules, but have lasted centuries. Their simplicity is surface only, however, and require deep thought to master. In addition, their popularity waxes and wanes, but they never fade away.
Right now, neither of us has the proper frame of reference to determine which D&D edition is superior- we need the perspective of someone living 30+ years from now.
Considering that the rule-set of the previous edition isn't being printed anymore, I think you're dropping the "Longevity" ball in a straight edition-to-edition comparison.
Now if in 8 years the engine needs to be overhauled (not as in 3.5 style, which would be 4 years then), then we've got a comparison.