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8 months ago ::
Sep 25, 2012 - 5:22PM
#81
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My first guess was maybe have the same number of spells as a L1 wizard, but make the spell levels appropriate to your total character level.
So a L1 wizard gets 3 L1 spell while a L6 rogue/ L1 wizard gets 3 L4 spells.
Or - if that is too much too fast - maybe they get 1 L4, 1 L3 and 1 L2. Or something along those lines.
Carl
Just take what they get at the character level over what the previous level was.
At level 4 a Wizard gets just one more level 2 spell. So if you have a Fighter 3/Wizard 1 then just give them 1 level 2 spell. If they get level 5, give them 2 level 3 spells...
That's what I was thinking at first, too, but you end up with weird floating spell levels. E.g. a ftr3/wiz1 gets 1 level 2 spell, but if that character then becoems ftr4/wiz1, they lose the level 2 spell and gain 2 level 3 spells. Even worse, a ftr2/wiz1 has 2 level 2 spells, but then loses one when they gain another fighter level.
Also, dipping becomes too powerful ("I only know one spell... but that spell is miracle.") No, I agree with the devs that a simple algorithm isn't going to work, and separate tables for first class and second+ class are better.
I meant that they gain what they get at the level they take and don't lose anything they didn't have. I mean even just 1 miracle spell at 18th level is not that overpowering especially if the cleric next to you can cast it 2-4 times to your one plus about 23 other spells. You can fluff it as your deity granting you power equal to your tasks. They aren't going to grant you cure light wounds and 'magic lantern +1' to fight that ancient red wyrm right?
As far as Wizard's go, they would be studying that one spell slot and those 1-3 spells they learned and focusing on just that until they finally master the excercises to memorize just one of those spells, when they level up all that practice and training finally pays off...
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8 months ago ::
Oct 03, 2012 - 11:10PM
#82
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Date Joined:
Nov 22, 2005
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Yes, we 100% plan to include multiclassing. Some specialties give you a light touch of another class, but the full system allows you to integrate multiple classes. I see this as simply another area where players can choose how deep they want to go into a class or archetype.
1e and 2e had multiclassing. It was rare because it was fairly hard to actually pull off, barring a few places where it was essential- like 1e PHB bards and PHB Appendix psionics. 4e had similar multiclassing, but it was either Feat-based or you had a Hybrid Class character.
3.x and Star Wars, on the other hand, had stupidly beneficial multiclassing. There was no real benefit to taking a single class character (barring Prestige Classes, some of which can arguably be considered just a specialization of a basic class). And that's not touching some of the beardy cheese that CharOp would sometimes vomit forth. For example, a monk build that can choke out any spellcaster within a one-mile radius, in one round.
Now, because multiclassing was so stupidly beneficial, it also made character development and leveling really confusing. One mistake and your character would go from useful to useless. Some of this was because of math holes and tax feats; having to take an accuracy feat to still be able to hit monsters on less than a 17, for example. You also had the problem of Attack Bonus calculations because you had 1, 3/4, and 1/2- AB classes. Again, taking a level in the wrong class would totally destroy a combat build.
So with all that in mind, why does WotC keep trying to force multiclassing on us? I just don't see it being beneficial to 5e at all, compared to the damage it can inflict on game balance and design.
3rd ed multiclassing seems to be the consensus favorite. Everyone I talk to prefers 3rd editions or 3.5 multiclassing because of the benefits. It cuts both ways with it. Dms can build NPc accordingly if there is a challenge issue. Its up to WOTC to balance the classes so that you don't have this surge like you had in previous editions with classes. You also gotta ask yourself why the hybrid came to be, ,, because 4th ed multiclassing wasn't cutting the mustard for people so it was a better alternative
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8 months ago ::
Oct 03, 2012 - 11:39PM
#83
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Date Joined:
Nov 19, 2011
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This is my radical theory. No multiclassing.
Instead, you build your own class using some set of rules for doing so.
Don't think its that radical - just have a couple of classes for core mechanic differences.
The 'set of rules' could be specialities - choose more and make them more powerful.
Then you dont need to make a multiclass, you have building blocks to make your character how you envisage.
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8 months ago ::
Oct 04, 2012 - 4:38PM
#84
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Date Joined:
Apr 16, 2009
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Don't forget:
* Specialties, backgrounds, etc. will be optional - which means they can all be excluded * Nonetheless, all PHB1 classes will be supported
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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