Tobias Chapman 24's page

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If I understand the 3.5 rules correctly, if you multi-class or take on a prestige class, you simply add the to the base attack bonus. This causes the iterative attack rule at every +5 to break down. This has always bothered me. I've always believed that once you achieve the coveted +6,+11,+16 BAB, you should gain another swing, period. And I think that it should follow into epic level capping at 4 attacks. If I can get agreement on this, do you think it could make it to Pathfinder's finished print?


I think there's a problem with multi-class spellcasters. The power of their spells are too weak, especially in high level play. The game effect is virtually insignificant as high level opponents can easily resist such spells, and buff/heals aren't really worth it. A solution I've been toying with is to treat spellcasting like a cross-class skill. As you advance in the non-casting class, the effective caster level and things tied to it (damage, duration, etc) would continue to increase but at half the level (rounded down). For example, a 20th level character made up of 19 Fighter levels and 1 Wizard level would be able to cast the few spells he knows as a 10th level caster. The character isn't learning anything new as a caster, but is still practicing and improving the few things that he does know.
I'm thinking this could also be expanded to all level-based abilities. Again, not gaining any new abilities (or new spell levels), but to increase the effectiveness of the abilities he has.


I know the Alpha 3 release dealt with an optional limit on character buffs. But as a person who runs Eberron and has to deal with Artificers infusing weapons with spectacular results. I had to start capping these weapon "buffs". This helps to draw more of a distinction between temporary and permanent. I set the limit to 1/2 of its permanent counterpart. Some of the time, their buffing normal items, when it normally requires masterwork items for the permanent. Plus the permanent versions require preparation and time. Casters are creating temporary items on the fly and thus the magic is not as strong or stable. Plus if the item is already enchanted and they add a couple of nasty buffs to it, then it becomes unbalancing. Just thought I'd share that with you all.