Modular Multiclassing-- Thoughts? (d20 System)
Posted: Sat Mar 11, 2006 1:30 pm
This one requires a bit of setup, so bear with me.
As some of you might remember from a few months ago, I'd been working with BESM d20 (a poor hybrid of BESM and... well, the d20 system, that was pretty much an all-around failure) as part of an online gaming group. Recently everyone else has discovered that the system really does suck that badly, and it's fallen on a few volunteers (>_>) to overhaul it.
Most of the problems are fundamental-- as we all know, point-based systems are inherently imbalanced on the specialization vs. generalization lines... if you can put all your proverbial eggs in one basket, it almost always behooves you to do just that. In D&D, it's abetted somewhat by having free multiclassing... but also, as we all know, multiclassing can be a good (Fighter/Rogue is a staple) or bad (Monk/Wizard... is not) idea, and starting over at level 1 isn't cool in any event (if you're a 14th level Ranger, getting spellcasting as a level 1 Wizard just doesn't even matter).
OK, now for the point.
One idea I had was to allow a multiclasser to select essentially any level in a base [not Prestige] class up to one level less than his highest class. For example, a 16th level Rogue could, upon levelling up, take his next level as, say, Cleric 15. He would get only the benefits of that level (most notably one each 5th and 8th level spell slot (or, in my game, 16 spell points plus the Wis-based modifier (UA rules), two bonus spells (Clerics essentially learn spells like Wizards do, no class except Warmage-types get "everything"), +1 BAB, +1 Reflex save, and his d8 hit die. (No Domains, for example, because those are granted at level 1, and no proficiencies, because in BESM everybody is proficient with weapons and Armor are handled through feats.)
For ability "chains," like Flurry or Wildshape and its add-ons, you get them in order. Monk 9 would only grant the normal Flurry of Blows if that was the only "level" of the ability that you had. Of course, as you get the rest; the chain improves as normal. As for abilities that are basically bonus feats, like for the Ranger's ITWF, they wouldn't do anything until you picked up the prerequisites. (Alternately, it could just grant you the first feat in that chain... but that might be a problem for feats that require different prerequisites-- it doesn't make much sense to take Monk 6, pick Improved Trip, and gain Expertise instead.)
The chief problem I can see is in bookkeeping; it requires players to keep a chart of all their levels specifically, and not just the total of each class (but since this is an online group, adherence to character sheets isn't a problem), and there's obviously power issues-- some choices are obviously better than others.
But the idea doesn't seem that bad-- I mean, if you want to be a Fighter who can throw Fireballs, grabbing Wiz 5 and 6 won't give you much more than that, and you won't have to be an Eldritch Knight [and thereby get spells you might not want]-- in the abstract. And by having a lot of variant classes that are reorganized to be more balanced against each other (essentially variant classes would get different things, but at the same relative levels), there's a lot of options that hopefully won't be too overpowered.
I'm sure I'm missing something-- I literally thought about this just Friday morning after a too-long session of X-Men Legends 2, heh-- and I'm wondering why I've never heard of this before, and I know I'm not the first to think of it. So I figured if anybody could set me straight, it'd be y'all. :]
And... I guess that's about it. Most of my other changes aren't nearly so drastic* (like adding an "Arcane Shot" alternate to unarmed attacks that use wands and the like instead of guns to determine damage, or redoing the BESM classes to change more problematic Attributes (like Alternate Form) into class-specific abilities that are more spread out), although if any of you folks are curious about the finished product, I'll probably have a Web page up in a few days (pending critique of the above).
* Some of the D&D classes got some alterations as well. Mostly it was to make them more powerful (like the poor Hexblade), but some of them just got some basic mechanical tweaks (like Clerics, who get two spells per level like Wizards and learn the rest through scriptures like... well, Wizards; and Druids, who basically cast like Spirit Shamans(CD)).
Anyway, thanks, and feel free to tell it like it is-- I have a thick skin.... *chuckles*
Edit: Added a few things. Probably a lot more that I forgot, too.
As some of you might remember from a few months ago, I'd been working with BESM d20 (a poor hybrid of BESM and... well, the d20 system, that was pretty much an all-around failure) as part of an online gaming group. Recently everyone else has discovered that the system really does suck that badly, and it's fallen on a few volunteers (>_>) to overhaul it.
Most of the problems are fundamental-- as we all know, point-based systems are inherently imbalanced on the specialization vs. generalization lines... if you can put all your proverbial eggs in one basket, it almost always behooves you to do just that. In D&D, it's abetted somewhat by having free multiclassing... but also, as we all know, multiclassing can be a good (Fighter/Rogue is a staple) or bad (Monk/Wizard... is not) idea, and starting over at level 1 isn't cool in any event (if you're a 14th level Ranger, getting spellcasting as a level 1 Wizard just doesn't even matter).
OK, now for the point.
One idea I had was to allow a multiclasser to select essentially any level in a base [not Prestige] class up to one level less than his highest class. For example, a 16th level Rogue could, upon levelling up, take his next level as, say, Cleric 15. He would get only the benefits of that level (most notably one each 5th and 8th level spell slot (or, in my game, 16 spell points plus the Wis-based modifier (UA rules), two bonus spells (Clerics essentially learn spells like Wizards do, no class except Warmage-types get "everything"), +1 BAB, +1 Reflex save, and his d8 hit die. (No Domains, for example, because those are granted at level 1, and no proficiencies, because in BESM everybody is proficient with weapons and Armor are handled through feats.)
For ability "chains," like Flurry or Wildshape and its add-ons, you get them in order. Monk 9 would only grant the normal Flurry of Blows if that was the only "level" of the ability that you had. Of course, as you get the rest; the chain improves as normal. As for abilities that are basically bonus feats, like for the Ranger's ITWF, they wouldn't do anything until you picked up the prerequisites. (Alternately, it could just grant you the first feat in that chain... but that might be a problem for feats that require different prerequisites-- it doesn't make much sense to take Monk 6, pick Improved Trip, and gain Expertise instead.)
The chief problem I can see is in bookkeeping; it requires players to keep a chart of all their levels specifically, and not just the total of each class (but since this is an online group, adherence to character sheets isn't a problem), and there's obviously power issues-- some choices are obviously better than others.
But the idea doesn't seem that bad-- I mean, if you want to be a Fighter who can throw Fireballs, grabbing Wiz 5 and 6 won't give you much more than that, and you won't have to be an Eldritch Knight [and thereby get spells you might not want]-- in the abstract. And by having a lot of variant classes that are reorganized to be more balanced against each other (essentially variant classes would get different things, but at the same relative levels), there's a lot of options that hopefully won't be too overpowered.
I'm sure I'm missing something-- I literally thought about this just Friday morning after a too-long session of X-Men Legends 2, heh-- and I'm wondering why I've never heard of this before, and I know I'm not the first to think of it. So I figured if anybody could set me straight, it'd be y'all. :]
And... I guess that's about it. Most of my other changes aren't nearly so drastic* (like adding an "Arcane Shot" alternate to unarmed attacks that use wands and the like instead of guns to determine damage, or redoing the BESM classes to change more problematic Attributes (like Alternate Form) into class-specific abilities that are more spread out), although if any of you folks are curious about the finished product, I'll probably have a Web page up in a few days (pending critique of the above).
* Some of the D&D classes got some alterations as well. Mostly it was to make them more powerful (like the poor Hexblade), but some of them just got some basic mechanical tweaks (like Clerics, who get two spells per level like Wizards and learn the rest through scriptures like... well, Wizards; and Druids, who basically cast like Spirit Shamans(CD)).
Anyway, thanks, and feel free to tell it like it is-- I have a thick skin.... *chuckles*
Edit: Added a few things. Probably a lot more that I forgot, too.