OK, maybe we're just not communicating well. I consider it to be using supernatural and martial abilities in tandem when:K wrote:I don't think your examples mix anything at all. The lady from Angel touches anything and it flies back(no different from a spellcaster), the Matrix guys don't use any magic at all and just jump high, and smite evil is an example from a game that is metagame so it isn't even valid.
You do have part of a point with the Jedi. The newest Jedi game mixes heavily. You put force lightning on your lightsaber (cuz it's not damaging enough....yeh, OK), telekinetically toss lightsabers, and do all kinds of mixed things like pulling enemies toward you so you can stabinate them.
- A Jedi looks a split second into the future to help him parry a blaster bolt or lightsaber.
- You use "magic" to enhance your strength, mobility, or perceptiveness so that you can melee better.
- You make a traditional melee attack (punch, sword, arrow) that has the usual effect of that attack plus a supernatural effect on top of it (like turning them into a lightning rod, rooting them to the ground, or stealing their voice). Heck, maybe even if it only has the supernatural effect, if you used martial skill to deliver it to the target.
- You wield your weapons without physically touching them.
- You use purely magical defenses to negate enemy attacks while you make purely martial counter-attacks, or vice versa.
And I'm sure some people say they want to use magic and martial attacks at the same time purely because they're hoping to get more level-appropriate attacks per round than everyone else, but that's not what I'm arguing for. I would personally rather be a guy that's got super reflexes because he can see a split second into the future than a guy with super reflexes just because he's that darn good, even if they're mechanically identical.
I'm not sure I entirely agree. You're now using two characters to produce the effect, and the one playing the support role is vulnerable; it's entirely possible that such a combo is balanced for that resource investment but not balanced as a solo trick.K wrote:The thing I'm not sure that people get is that any synergy that might break the game from multiclassing is the same synergy you'd get if two characters in the same game have those abilities. I mean, you can cry foul if a melee-focused character has a way to break the ranged game like using a fog cloud, but if the melee character can't and the party mage can, then it is the same synergy.
But there's also a kind of pseudo-synergy that I think you're ignoring, which is that characters that do a wider variety of stuff are generally better even if no two of those abilities would ever be used in the same battle. Unless your plan is that every class has a trick for every possible situation--or at least as many different situations as players are ever allowed to have powers--then choosing from more lists means you can cover more bases. That raises your average contribution.
Which isn't to say that you can't balance the game on the assumption that everyone is choosing from two lists, because you totally can. But as soon as some people are choosing from one list and others are choosing from the same list plus another one, you need to significantly alter some common assumption in order to keep them in line with each other.
If you want to allow up to 2 classes, I'm still in favor of just assuming that everyone has two classes, except maybe for a few special cases. I think that's much more workable.