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Yet Another Multiclassing Variant (Looking for Feedback)
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<blockquote data-quote="DammitVictor" data-source="post: 8135104" data-attributes="member: 6750908"><p>I have been trying to fix the 3.X multiclassing system for the past fifteen years; 5e is pretty much entirely the same system, except somehow even worse, and I will admit I don't understand it well enough to know how to begin fixing it.</p><p></p><p>I feel like I'm pretty close to the solution in 3.X/PF1, but only because <a href="https://www.drivethrurpg.com/product/261964/Overhauling-Multiclassing" target="_blank">someone else</a> did 90% of the work for me when I wasn't looking. Feats and basic numeric improvements aren't the same between the two systems, but the PDF is only two bucks and might spark some kind of inspiration.</p><p></p><p></p><p></p><p>Killing "class dipping" is one of my major goals as well, and I feel like everyone either wants to force you to "stay within two levels" or cap you at 10... but this just will not, can not ever work with the way the system's designed.</p><p></p><p>Doing it your way-- level 10 cap-- isn't even a restriction until 10th level, but after 12th or 13th level it means that any multiclassed spellcaster has to drop out. (Doing it the other way <em>usually</em> just means they have to drop out even earlier.) If you're running a game at 20th level (hypothetically), your Fighter 10/Cleric 10 or your Rogue 10/Wizard 10 are effectively just a Cleric 10 or a Wizard 10.</p><p></p><p>Plus, what happens if a 12th level Cleric decides to take their personal relationship with God to the next level as a Warlock?</p><p></p><p>You need to use a different mechanism to encourage/enforce players actually sticking with their secondary classes.</p><p></p><p></p><p></p><p>Yeah, I think this is just good common sense.</p><p></p><p></p><p></p><p></p><p>Probably overcomplicated, but: all classes stack 1-for-1 if you have levels in any class/subclass that grants Extra Attack. All classes stack 1/2 level towards Extra Attack II if you've got levels in Fighter. (Adjust accordingly for... Bladesinger and Monk, I guess.)</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 8135104, member: 6750908"] I have been trying to fix the 3.X multiclassing system for the past fifteen years; 5e is pretty much entirely the same system, except somehow even worse, and I will admit I don't understand it well enough to know how to begin fixing it. I feel like I'm pretty close to the solution in 3.X/PF1, but only because [url=https://www.drivethrurpg.com/product/261964/Overhauling-Multiclassing]someone else[/url] did 90% of the work for me when I wasn't looking. Feats and basic numeric improvements aren't the same between the two systems, but the PDF is only two bucks and might spark some kind of inspiration. Killing "class dipping" is one of my major goals as well, and I feel like everyone either wants to force you to "stay within two levels" or cap you at 10... but this just will not, can not ever work with the way the system's designed. Doing it your way-- level 10 cap-- isn't even a restriction until 10th level, but after 12th or 13th level it means that any multiclassed spellcaster has to drop out. (Doing it the other way [I]usually[/I] just means they have to drop out even earlier.) If you're running a game at 20th level (hypothetically), your Fighter 10/Cleric 10 or your Rogue 10/Wizard 10 are effectively just a Cleric 10 or a Wizard 10. Plus, what happens if a 12th level Cleric decides to take their personal relationship with God to the next level as a Warlock? You need to use a different mechanism to encourage/enforce players actually sticking with their secondary classes. Yeah, I think this is just good common sense. Probably overcomplicated, but: all classes stack 1-for-1 if you have levels in any class/subclass that grants Extra Attack. All classes stack 1/2 level towards Extra Attack II if you've got levels in Fighter. (Adjust accordingly for... Bladesinger and Monk, I guess.) [/QUOTE]
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