crosswiredmind
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One of the weak points in 3.5 was the ability to stack all kinds of classes together in strange ways. Giving humans a favored class choice at 1st level will help but it seems that there could be some big problems.
For example - one of my players looked over the alpha classes and the way skills work and came to the conclusion that every player should start out as a rogue. It gives you eight skills that will always grow no matter what other class you take. A human ROG1/WIZ19 would be more capable than a WIZ20.
One idea that we came up with was to create a Level 0 starting package that can only be taken if you create a character in that particular class. That package could contain things like rage, trapfinding, cantrips, orisons, and the like. It would make your choice of 1st level meaningful and it could help to avoid all of the ex-monks, ex-palidins, and ex-whatevers running around because they were frontloaded classes.
It would also solve the sudden barbarian syndrome where an otherwise civilized PC suddenly finds their inner child can throw a wicked tantrum.
Regardless of how it gets patched I think that this is a flaw in 3.5 even though it is also a real strength - it just needs a tweak IMHO.
| DudeMonkey |
This depends on your style of play. Our regular DM doesn't think about skills so we typically dump all our skill points into Spot, Listen, and Concentration. I tend to present my players with a lot of story and a lot of physical challenges, so they put skills into Jump and Climb as well as the sensory skills (Spot, Listen).
Consequently, we never have anyone with rogue levels in our party except for the occasional high-level fighter who's run out of feats that he wants and takes rogue levels for sneak attack damage in round 1 of combat.
Kalebon
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I like that Idea. Makes it so there is a lesser benefit to multiclass. No seriously, there are some people who front load always because they want A) a specific ability, or B) think that the class the multi into got hosed in some way.
There should be some penalty to it but I remember the days where if you where human you had a class (fighter, thief, ranger, mage, priest, mystic, druid) or you where your race (dwarf, elf, halfling) when it got to advanced dungeons and dragons, then you had a choice of race and class. but only certain races can multi class, and only humans could dual class.
I always had fun with my human dual classed fighter/cleric (10/19), and my elven fighter/mage/thief.
reducing skill points only hurts the rogue in the ability to do all his thief-stuff considering with a 16 int they reduced it to 11 skill choices. Along with the fact I think I missed a couple. I think true multi-class should be from the word go and each class has it's exp tracked separately. Going into another class should use the dual class rules, you can't access the others abilities until you surpass it in level or you lose all exp for that session.
Tarren Dei
RPG Superstar 2009 Top 8
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One of the weak points in 3.5 was the ability to stack all kinds of classes together in strange ways. Giving humans a favored class choice at 1st level will help but it seems that there could be some big problems.
For example - one of my players looked over the alpha classes and the way skills work and came to the conclusion that every player should start out as a rogue. It gives you eight skills that will always grow no matter what other class you take. A human ROG1/WIZ19 would be more capable than a WIZ20.
One idea that we came up with was to create a Level 0 starting package that can only be taken if you create a character in that particular class. That package could contain things like rage, trapfinding, cantrips, orisons, and the like. It would make your choice of 1st level meaningful and it could help to avoid all of the ex-monks, ex-palidins, and ex-whatevers running around because they were frontloaded classes.
It would also solve the sudden barbarian syndrome where an otherwise civilized PC suddenly finds their inner child can throw a wicked tantrum.
Regardless of how it gets patched I think that this is a flaw in 3.5 even though it is also a real strength - it just needs a tweak IMHO.
Fluff-wise level zero could be explained as years of training and experience -- apprenticeship for clerics, study for wizards, practice for rogues, being bullied at school for barbarians, ...
I like it.