| Quandary |
Re: the +2 Saves at first level, I chose not to alter those for "Backwards Compatability", since older PrC Classes still have the +2's, of course. The change is the wording of Multi-Class rules OUTSIDE of the specific classes, so that NO MATTER THE SPECIFIC CLASS, "Good Save" class levels stack, eliminating the multiple +2's (you only get one 1st level bonus for your Good Save, no matter how many Classes you take).
The Saving Throw presentation of the Base Classes (and future PrCs) could just include a tag indicating "Good Save" and "Poor Save" above the appropriate columns. As I mentioned before, a newbie player playing a Single Classed Character doesn't even need to think about this (though the tags subtly introduce them to the topic), since each class still stands on it's own as a Single Class.
Well, at the least, it looks like there's alot of people in this thread now who are looking at about 99% the same solution, so when this comes around in the Beta Review, we can hopefully all chime in, in the most constructive way, without flame-wars or Demi-Planar side-tracks :-)
Speaking of which, when would this be up for discussion? Running Pathfinder? Additional Rules? ????
Dogbert: You probably aren't interested in Multi-Classing at all, but you MIGHT like to know that the solution everyone's talking about involves making Multi-Classing work MORE like a Single Class.
| KaeYoss |
Actually, I'm not a believer in multiclassing myself.
Why not? Great concept! Might need some work to make certain combinations more viable, but you can create great characters this way. A warrior mage or trickster priest, only to name two cool concepts you cannot create with the base classes (and I believe it's better to make multiclassing more useful than creating a new class for everything)
| The Wraith |
I was just thinking: why not making the Good and Bad save progressions something akin to Class Skill Proficiencies?
Something like: "A character has a fixed saving throw progression based on his Good Save bonuses and his Bad save bonuses. If you have more than one class and both grant you the same Good save, these bonuses do not stack; otherwise, change the former Bad save progression into a Good save progression."
Since Good save progression is level/2 +2 (+2 at 1st, +12 at 20th) and Bad save progression is level/3 (+0 at 1st and 2nd, +6 at 18th, 19th and 20th), the best saving throw progression a character could achieve with this system would be the same of a Monk of equal level (all Good saves = +12, +12, +12); otherwise, it could be like that of a Ranger or a Bard (for example, a Fighter/Rogue would have the same Save progression of a Ranger - which is basically a sort of Fighter/Rogue on his own - , while for example a Cleric/Fighter would only have the Saving throws of a Cleric, since Fortitude is Good for both Fighter and for Cleric, while Cleric has Good Will too).
At worst, some characters would have the base saves of a Monk, but that would be a lot better of a 4th level character with +8 Fortitude, +0 Reflex, +4 Will (Fighter 1/Cleric 1/Druid 1/ Barbarian 1)!
(that very same awful character would only have Fort +4, Ref +1, Will +4 with this method)
What do you think ?
| Freesword |
I was just thinking: why not making the Good and Bad save progressions something akin to Class Skill Proficiencies?
Something like: "A character has a fixed saving throw progression based on his Good Save bonuses and his Bad save bonuses. If you have more than one class and both grant you the same Good save, these bonuses do not stack; otherwise, change the former Bad save progression into a Good save progression."
Since Good save progression is level/2 +2 (+2 at 1st, +12 at 20th) and Bad save progression is level/3 (+0 at 1st and 2nd, +6 at 18th, 19th and 20th), the best saving throw progression a character could achieve with this system would be the same of a Monk of equal level (all Good saves = +12, +12, +12); otherwise, it could be like that of a Ranger or a Bard (for example, a Fighter/Rogue would have the same Save progression of a Ranger - which is basically a sort of Fighter/Rogue on his own - , while for example a Cleric/Fighter would only have the Saving throws of a Cleric, since Fortitude is Good for both Fighter and for Cleric, while Cleric has Good Will too).At worst, some characters would have the base saves of a Monk, but that would be a lot better of a 4th level character with +8 Fortitude, +0 Reflex, +4 Will (Fighter 1/Cleric 1/Druid 1/ Barbarian 1)!
(that very same awful character would only have Fort +4, Ref +1, Will +4 with this method)What do you think ?
While better than the odd way saves currently stack, there is something you are overlooking. Your suggestion creates the problem of encouraging taking one level dips for saves. Like-stacking achieves the same ending range of saves with minimum added complexity and no clear benefit for one level dips.
| KaeYoss |
I'm just all for specialization myself.
A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
:P
Deussu
|
The problem is that it shouldn't be a sneaky way to maximize your saving throws and the like—that's an area that I know Jason's working on to address.
Intriguingly, there's a house rule which has existed a long time, and works a lot better than, well, anything. Albeit being somewhat strenous during level ups, using fractions is the way to go. Low save is 2/6, high save is 3/6. Low bab is 2/4, medium bab is 3/4, high bab 4/4.
Everyone should be able to make those simple additions.