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1 year ago  ::  Apr 03, 2012 - 2:01PM #61
MeCorva
Date Joined: Jun 6, 2008
Posts: 770
I agree wih pushing for something better, but what is better?   As much as I'd love to believe that Wotc could perfectly balance every multiclassing combo, I don't think that's reasonable.    So, I think we have to accept that the only way to avoid munchkins optimizing for multiclassing only is to recognize that on average, multiclassing will be weaker than single classing.    Newcomers won't be punished for only playing a single class, since it will be better than most multiclassing.   That also means that if a particular multiclassing combo is too strong, it will actually only be a bit too strong, because it averaged too weak.

With that in mind, I actually think 4e got it about perfect.     Most feats are better than power swaps, and the Occasional one that is very good (such as wrath of gods for any charisma class) is good, but arguably not overpOwered.   

Similarly, most hybrids are worse than single classes, but good combos are almost as good as single classes, and overoptimized ones are slightly better than single classes.   This feels about as good as we can hope.
Now, I know this means that cool combinations (bard/druid) aren't as good as single class - and given a perfect world, they would be.  But, the alternative is that no one plays a Druid, since 1 Druid/3 fighter/1 swordmage is better, and thats worse.
So, IMHO, based on what I put out as goals, 3e multiclassing failed.   Ah well.
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1 year ago  ::  Apr 03, 2012 - 2:27PM #62
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,536

Apr 3, 2012 -- 2:01PM, MeCorva wrote:

Most feats are better than power swaps, and the Occasional one that is very good (such as wrath of gods for any charisma class) is good, but arguably not overpOwered.


Which is what made multiclassing in 3E so damn obvious.
It would take upwards of 21 levels worth of feats to get the same weapon/armor/shield proficiency as just taking one level of Fighter.

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1 year ago  ::  Apr 03, 2012 - 8:58PM #63
MechaPilot
Date Joined: Oct 5, 2007
Posts: 9,372
I actually had an idea that I thought fixed 3e multiclassing.  Lets use my aforementioned 5th level Fighter taking a level of Bard as an example (those of you who have the 3e books will be better able to see what I'm doing, but I'll try to explain it adequately).  So the level 5 Fighter takes a level of Bard; he is now a 6th level character.  Instead of giving him the benefits of a lvl 1 Bard, you give him the benefits of a 6th level Bard minus the benefits of a 5th level bard.  Now this may sound confusing at first, but the concept is to give the fighter only the bonuses that a bard would gain for advancing from level 5 to level 6.

At level 6 a bard has 3 lvl 0 slots, 3 lvl 1 slots, and 2 lvl 2 slots.
(-) At level 5 a bard has 3 lvl 0 slots, 3 lvl 1 slots, and 1 lvl 2 slot.
This means the fighter/bard would gain 1 lvl 2 spell slot instead of two lvl 0 slots.

At lvl 6 a bard has a +4 BAB.
(-) At lvl 5 a bard has a +3 BAB.
This means the fighter/bard would gain a +1 to his BAB instead of a +0.

At lvl 6 a bard's save bonuses are +2/+5/+5.
(-) At lvl 5 a bard's save bonuses are +1/+4/+4.
This means the fighter/bard would gain a +1/+1/+1 to his saves instead of a +0/+2/+2.

etc.
Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

Mecha Pilot's Skill Challenge Emporium.

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1 year ago  ::  Apr 03, 2012 - 9:10PM #64
Qmark
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Date Joined: May 18, 2002
Posts: 16,536
So by waiting so long to evolve our pokemon, we don't get the abilities from the levels we skipped?
The would be a hell of a lot easier if the tables showed the incremental gain, instead of the totals.

The neat part is that a (3e) level 12 fighter taking his 13th level as Wizard 1 would have one 4th-level spell and one 7th-level spell, and that's it.

This is a pretty interesting idea.


The obvious flaw is that unless every class has its 'dead' levels all at the same number (or unless 'dead' levels are eliminated entirely), there's inevitibly going to be an obvious snake-path through the classes that bypasses the useless "add +1 to a defense, and that's it!" levels and harvests as many of the meaty bits as possible instead.
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1 year ago  ::  Apr 04, 2012 - 6:41AM #65
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,832
If I can't make a fighter/mage at first level I won't be happy with the multi-classing system.     
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1 year ago  ::  Apr 04, 2012 - 6:46AM #66
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064

Apr 4, 2012 -- 6:41AM, dmgorgon wrote:

If I can't make a fighter/mage at first level I won't be happy with the multi-classing system.     




Agreed. However, it isn't really important whether or not I have both fighter and mage written on my sheet. I just want the possibility to mix concepts, SOMEHOW, from the get-go.

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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.


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1 year ago  ::  Apr 04, 2012 - 6:56AM #67
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Mar 14, 2012 -- 10:14AM, Garkness wrote:

on of the thing i always loved in D&D is the fact that we're not tied to only one class, we could always mix classes together and i'm wondering if 5th will put multiclass in the system.

here is an overview of the old system used up to now:
2nd edition:
character leveled both classes at the same time but divided xp in 2, while the penality looked drastic, the experience chart was exponential and the multiclass characters were usually one level behind others pure class characters meaning that on higher tiered level a multiclass character would usually be overpowered compared to single class.

3.x edition:
Each time a character gain a level, he would have the choice to either continue gaining level in his actual class or opt to get a new class or prestige class (considering he meets the requirements).  This actually gave bigger advantages to pure classes like wizards or cleric since they get their higher spells at a faster pace, but made it fun for other classes like fighter that had more options as they gained levels. but this brought troubles of sometime dump classes like a first level rogue to optimize skill points, two levels of fighters for the extra feats, tools for players that love to take every possible edges.

4th edition:
at the core the multiclass system was crap (sorry but this is entirely a personal view on my part), considering of a couple feats that gave you some limited access to another class abilities.  Later on they took out the ability to make hybrids and mix two classes together, I only saw it on the character builder and was very confused as to why i could take this and not that, but it seemed well made, planned and balanced.

On a personnal matter, i'd love to see multiclass like 3.x back along with prestige classes.  I loved to make characters with a unique feel like my barbarian-druid or my cleric-chameleon.


The purpose of MCing was to allow a bit of variety within basic archetypes by softening the absolute division between them. In this respect the 4e version works really well. It may not appeal a whole lot to min/maxers but it does its job well, better than hybrids do (which BTW are a marginally disfunctional system).

3e MCing sucked. It opened up the game mechanically to all kinds of system mastery issues and was basically a munchkin tool. Thematically characters become 'class soup' and the entire archetype concept is badly undermined.

AD&D MCing actually worked pretty well. In theory perhaps MC characters were 'overpowered', but in practice this was never really a big issue. It could be more of one in a system that allows ANY 2 classes to be combined and removes level limit and race restrictions.

I think 5e should go with a tweaked version of the 4e MC system. It is flexible enough to provide the needed softening of class archetypes, letting you do things like 'gish' effectively if it is done right, and still maintain enough separation to avoid the worst system issues.

Mainly I'm heavily against the whole 3e MCing concept. I don't care how much you fiddle with classes cherry picking and system mastery are going to be inherent in that system. IMHO D&D is NOT about system mastery, it simply should not be a consideration whatsoever in D&D. In this sense AD&D has it right, nothing you can do beyond class/race choice really makes a lot of difference in effectiveness. Later 2e kind of broke that, but later 2e was a train wreck too.

That is not dead which may eternal lie
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1 year ago  ::  Apr 04, 2012 - 6:58AM #68
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Apr 3, 2012 -- 8:58PM, MechaPilot wrote:

I actually had an idea that I thought fixed 3e multiclassing.  Lets use my aforementioned 5th level Fighter taking a level of Bard as an example (those of you who have the 3e books will be better able to see what I'm doing, but I'll try to explain it adequately).  So the level 5 Fighter takes a level of Bard; he is now a 6th level character.  Instead of giving him the benefits of a lvl 1 Bard, you give him the benefits of a 6th level Bard minus the benefits of a 5th level bard.  Now this may sound confusing at first, but the concept is to give the fighter only the bonuses that a bard would gain for advancing from level 5 to level 6.

At level 6 a bard has 3 lvl 0 slots, 3 lvl 1 slots, and 2 lvl 2 slots.
(-) At level 5 a bard has 3 lvl 0 slots, 3 lvl 1 slots, and 1 lvl 2 slot.
This means the fighter/bard would gain 1 lvl 2 spell slot instead of two lvl 0 slots.

At lvl 6 a bard has a +4 BAB.
(-) At lvl 5 a bard has a +3 BAB.
This means the fighter/bard would gain a +1 to his BAB instead of a +0.

At lvl 6 a bard's save bonuses are +2/+5/+5.
(-) At lvl 5 a bard's save bonuses are +1/+4/+4.
This means the fighter/bard would gain a +1/+1/+1 to his saves instead of a +0/+2/+2.

etc.


This seems WORSE than 3e MCing to me. It puts lots of constraints on class design and just makes cherry-picking even more of an arcane system mastery art.

That is not dead which may eternal lie
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1 year ago  ::  Apr 04, 2012 - 6:59AM #69
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,832

Apr 4, 2012 -- 6:46AM, TheMormegil wrote:

Apr 4, 2012 -- 6:41AM, dmgorgon wrote:

If I can't make a fighter/mage at first level I won't be happy with the multi-classing system.     




Agreed. However, it isn't really important whether or not I have both fighter and mage written on my sheet. I just want the possibility to mix concepts, SOMEHOW, from the get-go.





Yes there is nothing worse then having to wait an entire level or more just to see your character concept realized.      I really hope the devs understand this!     

I agree with you, but I would also add that the system shouldn't be limited to only two classes.    If I want to make a fighter/mage/thief I should have that option as well.    

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1 year ago  ::  Apr 04, 2012 - 7:20AM #70
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,768

Apr 4, 2012 -- 6:59AM, dmgorgon wrote:

Apr 4, 2012 -- 6:46AM, TheMormegil wrote:

Apr 4, 2012 -- 6:41AM, dmgorgon wrote:

If I can't make a fighter/mage at first level I won't be happy with the multi-classing system.     




Agreed. However, it isn't really important whether or not I have both fighter and mage written on my sheet. I just want the possibility to mix concepts, SOMEHOW, from the get-go.





Yes there is nothing worse then having to wait an entire level or more just to see your character concept realized.      I really hope the devs understand this!     

I agree with you, but I would also add that the system shouldn't be limited to only two classes.    If I want to make a fighter/mage/thief I should have that option as well.    




Utterly doable in 4e by the way... The main issue is overly diverse emphasis tends to reduce competance by way of attribute dispersion. Between, hybriding, backgrounds, themes and feats, see multiclassing in 4e isnt in one bucket. 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

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Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
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