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1 year ago ::
Mar 26, 2012 - 9:26PM
#1
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Date Joined:
Sep 30, 2006
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Rule-of-Three (2012 March 27th)by Rodney Thompson You've got questions—we've got answers! Here's how it works—each week, our Community Manager will be scouring all available sources to find whatever questions you're asking. We'll pick three of them for R&D to answer. Talk about this news here. 
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1 year ago ::
Mar 26, 2012 - 9:52PM
#2
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Date Joined:
Mar 19, 2004
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Rodney's incorrect assessment on the discrepencies in 3E-styled multiclassing concerns me. The biggest issue wasn't the stunted growth on BAB and saves; it was the stunted growth on class feature progression, with primary spellcasters being the worst offenders. Generally speaking, a level 4/level 4 multiclassed character cannot be measured equally to a level 8 single class character on that merit alone.
Also, it doesn't surprise me that the fighter's base progression is more boring old attacks per turn yet again.
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1 year ago ::
Mar 26, 2012 - 10:02PM
#3
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Date Joined:
Feb 12, 2009
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Rodney's incorrect assessment on the discrepencies in 3E-styled multiclassing concerns me. The biggest issue wasn't the stunted growth on BAB and saves; it was the stunted growth on class feature progression, with primary spellcasters being the worst offenders. Generally speaking, a level 4/level 4 multiclassed character cannot be measured equally to a level 8 single class character on that merit alone.
Also, it doesn't surprise me that the fighter's base progression is more boring old attacks per turn yet again.
Or if you read everything they have said you would know that the extra attacks are gravy they are throwing on top of the manuevers and other class features that are the mash potatoes of the fighter. The idea that I could throw levels from a caster class of some sort in with my fighter without losing the whole I attack stuff with a sword aspect of my fighter sounds like what I would call an awesome character concept. I'd more than likely play the smart fighter that isn't as much about damage but likes to control in melee with spell and sword. although i might make that crazy blastem and stab em build too. Already so pumped for the rules to come out for this.
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1 year ago ::
Mar 26, 2012 - 10:20PM
#4
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Interesting words on multiclassing. Not sure this is the best way to go. If the fighter gets extra attacks, does this mean sneak attack still progress? Spell slots? Is the class you pick at level 1 the only one that will consider character levels and not just class levels?
Some people might make a fighter1/wizard1/rogue1 to get all the extra attacks of a level 3 fighter, spell slots of a level 3 wizard and sneak attack damage of a level 3 rogue.
République du Plateau, Montréal, Québec
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1 year ago ::
Mar 26, 2012 - 10:31PM
#5
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Date Joined:
Mar 19, 2004
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@SleepsInTraffic
You've got it backwards: the base fighter will gain multiple attacks every other level, while the other stuff they get are add-ons (or replacements) to those attacks. Let's hope that the extra stuff are actually built to be DECENT this time around...
EDIT:
@HipsterCat
They haven't addressed how exactly class scaling will work with this proposed new multiclass, only that base attack discrepancies are no longer an issue (minute as they were).
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1 year ago ::
Mar 26, 2012 - 11:34PM
#6
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Date Joined:
Feb 12, 2009
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actually as they adress it it seems as though your level while equal to all of your levels added together a rogue 1/fighter 1/wizard 1 would have the first level abilities of the three classes. given the idea that it will take at least three class levels to really pronounce the class it will be more likely to see fighter 3/ rogue 3 at level 6 or wizard 3/fighter 3 at 6th level. or just a pure 6th level fighter. Seeing this balanced will be interesting. I think my play test will spend a large portion of its time in this domain.
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1 year ago ::
Mar 27, 2012 - 2:15AM
#7
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Date Joined:
Jun 12, 2010
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Well, I have been on board with 5th edition since the announcement, but this rule of three just lost me, the answer to 3, that they do not assume the use of a grid and minis means i'm out. Ill continue crafting my own RPG while still playing 4th edition untill support for it drops.
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1 year ago ::
Mar 27, 2012 - 2:48AM
#8
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Date Joined:
Oct 28, 2010
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Mm, it really, really concerns me that they're not being focused here. It's difficult enough to design one balanced, consistent combat system based on one mapping style without introducing two other potential styles, just to try to please everyone.
Please, please, PLEASE learn: YOU CANNOT PLEASE EVERYONE. It is just not possible. Work out who you're trying to please, and try to please them. Because if you try to please everyone, you wind up compromising everyone's desires, and pleasing no-one.
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1 year ago ::
Mar 27, 2012 - 3:18AM
#9
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Date Joined:
Aug 31, 2008
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Rodney's incorrect assessment on the discrepencies in 3E-styled multiclassing concerns me. The biggest issue wasn't the stunted growth on BAB and saves; it was the stunted growth on class feature progression, with primary spellcasters being the worst offenders. Generally speaking, a level 4/level 4 multiclassed character cannot be measured equally to a level 8 single class character on that merit alone.
This is my thought as well.
For a 2nd level character, you balance the loss of whatever features you get at 2nd level with the added flexibility of a second class. This is usually pretty easy to balance; the features at level 2, while better than level 1 (hopefully) aren't so much better that multiclassing is pointless. But as characters gain levels, they begin to get progressively better and better powers (especially in the case of spellcasters and new levels of spells, but it can be true of all classes depending on what the high level abilities are). For multiclassing to not be a trap, low level features need to be useful across all levels, and high level features must not competely overshadow low level ones.
In addition, in my experience such multiclassing systems don't promote free character growth. Rather, it promotes cherry-picking to get the very best combination of features and powers. This rewards system mastery, and leads to illogical characters (what is a bard/fighter/rogue/wizard/cleric?). Eliminating the features from 3E that stood in the way of such bizzare combos will actually encourage it further. I feel that class is a very important concept in D&D, as it is something that separates the game from classless systems. Allowing a totally free multiclassing will blur the lines so much that you might as well eliminate all classes and just use a point buy system in which players select powers/features/hp/etc from a master list.
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1 year ago ::
Mar 27, 2012 - 3:42AM
#10
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Well, I have been on board with 5th edition since the announcement, but this rule of three just lost me, the answer to 3, that they do not assume the use of a grid and minis means i'm out. Ill continue crafting my own RPG while still playing 4th edition untill support for it drops.
This has been said since pretty much day 1 of the announcement. Almost every DDX blog post I read from those playtests said they ran combat without a grid.
As for the "Fighter gains multiple attacks as base" discussion, that's also been explained before. The base fighter gains extra attacks as it levels, which can be used in a round, or other combat abilities can be used in lieu of multiple attacks that round. (That was the impression I had at least).
I agree with Arithezoo's comment about free multiclassing. Usually the downside isn't even that you get "less" class features (you commonly wind up with more), but that higher level features outshine lower level features. In 3e the best case was multiclassing into Fighter, whose level progression was mostly consistent, while the worst case was multiclassing into a spellcaster or monk, whose higher level features were significantly better than the lower level ones. So, in reality, you might multiclass into a Sorcerer just far enough to get a couple uses of True Strike, which was only really done to game your use of whatever other class(es) you were.
CharOp won't ever go away, regardless of system used, but in a system where class features are "frontloaded" it only encourages class hopping if you're going to multiclass. It doesn't encourage the real multiclass split, like a Fighter 10/Wizard 10, who's really just gimped in comparison. There does need to be a way to ensure that the system isn't too flexible (or why bother having the distinctions of "class"), but it shouldn't make the person who's trying to use the multiclass system the "right way" gimped when compared to the person gaming the system, or not using it at all.
Anyway, on point 1, I'm agreed. Solo monsters have had lots of issues that make it very touchy to build the encounter where the creature isn't simply plowed over without effort nor runs out of interesting stuff to do while still having hundreds of HP left, making the rest of the fight a grind. There's nothing else I can comment on other than agree it's a design challenge without being presented with any specifics.
For point 2, I like that you're trying to make it so a multiclass character isn't just a Wizard 1 round, Fighter the next; but feels like both each round. I'm sure that will never be accomplished 100%, but that's a good design approach. Other comments, see above.
For point 3, good. That's all, just good.
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