
see |

If you are saying that a [Fighter 1 / Wizard 5] shouldn't be any less as a whole than a [Fighter 6] or a [Wizard 6], I agree with you. I think everyone would agree with you. In fact, I think this point is so non-controversial that I do not understand why you would want to make it.
Because we do not currently have that. Didn't you read the thread? We even have James Jacobs above specifically saying that it's perfectly fine that a [Fighter 1/ Wizard 5/Eldritch Knight 1] is definitely less as a whole than a Bard 7, and that it's similarly fine that a druid/cleric or sorcerer/wizard doesn't even have an EK level of viability*.
Yes, if you utterly ignore what we've been saying all thread, then you can invent, in your own head, a fantasy about us asking for gestalt characters. But that's not the complaints being unclear, it's you not paying any attention to their content.
*Whom, let it be clear, I totally respect. Looking at the same reality as I do and concluding that the power difference exists but the difference isn't a bad thing is fine. We disagree on a judgment, not the facts, and de gustibus non disputandum est, y'know? It's the people saying the power disparity doesn't exist that get under my skin.

Mirror, Mirror |
Mirror, Mirror wrote:Tell you what: when you find a perfectly balanced game that is INTERESTING to play, you let us all know.Magic: The Gathering.
Or, if you're old-fashioned, poker. Spades. Etc.
Good call, but card games do bore me so.
And M:TG was not really prefectly balanced. Look at all the cards they printed and subsequently banned from competition. Plus, not everyone had equal access to the best card combos.
I should reverse myself here, though, since I DO engoy a good game of Go...

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Good call, but card games do bore me so.
And M:TG was not really prefectly balanced. Look at all the cards they printed and subsequently banned from competition. Plus, not everyone had equal access to the best card combos.
You didn't ask me to find a balanced game that YOU find interesting bro. :P
The balance of the game comes from the fact that you are not always going to get those gamebreaker cards. Either it is out of print, or it is too rare, or you just don't draw the darn thing. Unlike in D&D where every option is always available however many times the rules say. Making Magic that much more balanced.
Besides, asking for perfect balance is like asking for a perfect human. It's boring. Of course, that doesn't make it unworthy of being pursued.
Actually, I do know of a perfectly balanced game.
Rock, Paper, Scissors. As long as you don't play with those game breakers like Gun and Bomb. :P

stormraven |

I like multi-classing, in fact I prefer it to single classing... but I think reasonable arguments have been made here that point out that it can be under-powered and problematic - depending on the actual campaign realities. Luckily, my group is small (2 players and me as DM) so we mostly multi-class to fill all the niches a group needs to handle a wide variety of missions. Since we generally operate under the same 'handicap' there is no power level issue.
However, in thinking about the problem, I've got an idea that might help to partially address the power level problem - use the Slow character advancement experience column for single-class characters and use the Fast experience column for multi-classes.
For 05k EXP - Single Class: 2nd ... Multi: 3 total levels - 2nd/1st
For 10k EXP - Single Class: 3rd ... Multi: 5 total levels - 3rd/2nd
For 20k EXP - Single Class: 4th ... Multi: 6 total levels - 3rd/3rd
For 50k EXP - Single Class: 6th ... Multi: 9 total levels - 5th/4th
For 100k EXP - Single Class: 8th ... Multi: 10 total levels - 5th/5th
For 200k EXP - Single Class: 10th ... Multi: 12 total levels - 6th/6th
For 250k EXP - Single Class: 11th ... Multi: 13 total levels - 7th/6th
For 500k EXP - Single Class: 13th ... Multi: 15 total levels - 8th/7th
For 1Mil EXP - Single Class: 15th ... Multi: 17 total levels - 9th/8th
Of course, the benefits become less if you go with more than 2 classes and the DM would have to watch out for abuse - i.e. a multi-classer who leaves a class at low level and jacks up the other one using the Fast table, like so:
For 1Mil EXP - Single Class: 15th ... Multi: 17 total levels - 16th/1st The multi-classer could be higher level than the Single-classer and have an extra level of another class to boot.
But with reasonable requirements on keeping the levels relatively close, you'd have your 15th Class X working with a 11th/6th (or 12th/5th) Class X/Class Y.
Thoughts?

Freddy Honeycutt |
let the pendulum swing first one way and then the other nover stopping at that dead center balance....
Even all base classes are not created equal (see thread on cleric vs. wizard). Face to face they fight it out to determine which is better.
multiclass live free, take your prestige class and retro-fit it into a new base class....
MTG even that was no fun when we all had the same deck (tried it once) really dumb idea...were not right at the time,,,
What makes a good PC?
What makes a good party?
7 EKs traveling together
"Bill, strange things are afoot at the circle K"

DigMarx |

Monopoly is a one-dimensional game: you use money to build weapons to rob other people's money and you win when they're out of money points. Typical RPGs are more robust, and different characters can shine in different ways.
I have to agree; I found the Monopoly analogy rather weak. Never thought the purpose of roleplaying games was balance. Otherwise, what's the DM for? We might as well just play some of those Tunnels & Trolls pick-a-path adventures.

Kolokotroni |

A Man In Black wrote:I don't think insulting anyone who doesn't enjoy imbalanced games is productive.Tell you what: when you find a perfectly balanced game that is INTERESTING to play, you let us all know.
I play to have fun; i.e. enjoy myself. If you do not enjoy imbalanced games, either the games you play in are perfectly balanced (doubtful), or you are not enjoying yourself. And if you are NOT enjoying yourself and STILL playing...
So, obviously you DO play imbalanced games and you DO have fun. So just stop. As I stated earlier, there is a difference between seriously discussing game balance and throwing a tantrum. Your original post (player resentment and DM headaches) refrences the latter, not the former.
Just because something is difficult or even close to impossible doesnt mean it is not a worthy goal, and something worth considering. Just because something is fun, doesnt mean it cannot be MORE FUN. I imagine MIB is like me, and there are certain classes/options (or combinations of classes/options) that he simply does not play because of their inherant flaws. I still have lots of fun playing the unflawed classes/options, that does not mean that I am somehow not allowed to consider the other parts of the game flawed and in need of revision.
I think MIB is among the least likely to throw a tantrum of any on this board. He generally backs up his points well. It is not throwing a tantrum to be concerned about DM headaches, or player resentment. Perhaps you play in a perfect world with ideal friends who never get mad.
I play with my actual friends, who I love and cherish, but that doesnt mean there isnt conflict, or even resentment. That is part of being normal human beings. And perhaps you have a diligent devoted DM who is never concerned about how much work he has to do to keep the game interesting and fun for everyone. I on the other hand have real people as my dm (or myself), where the added headache of accounting for a particularly weak character is not welcome.
Making the game play smoother and easier is not throwing a tantrum, and it is not an easy task. But it is definately worthy of discussion.

Mirror, Mirror |
Making the game play smoother and easier is not throwing a tantrum, and it is not an easy task. But it is definately worthy of discussion.
Indeed, which is what I said in closing. My original +1 to Loopy was that his point about player resentment (especially) seemed more indicitive of bratty players than rules imbalances.
And I play with several large group of friends. And we do complain, like when the rogue casually stole an artifact and used it to great personal profit before ditching it elsewhere. But that compaint was directed towards the DM for allowing a ridiculious event like that to occur, not at the rogue player.
When one of us is not having fun with our current character, we either try to improve it or abandon it. If someone is glory-hogging, we call them on it, but in a polite and respectful manner. Resentment is not something we tolerate well, so play with others or don't play at all (though I don't remember anyone ever actually being asked to leave for a reason like that).
Now, back to the OP, I think there is a point to be made that multi-classing is too weak. Or, rather, the PrC's that require multi-classing do not adequately reward the character for their handicapps.
OTOH, I also see an issue with PF falling into the "PrC of the Week" problem 3.5 had. This is a worthwhile discussion. Worrying about placating immature players is not.
BTW, I was NOT suggesting MiB was throwing a tantrum. It may surprise him to hear it, but I actually have too much respect for him to accuse that. Even though we tend to disagree on, well, almost everything, he at least tries to provide a solid rationale behind his arguments.

Madcap Storm King |

Mirror, Mirror wrote:Good call, but card games do bore me so.
And M:TG was not really prefectly balanced. Look at all the cards they printed and subsequently banned from competition. Plus, not everyone had equal access to the best card combos.
You didn't ask me to find a balanced game that YOU find interesting bro. :P
The balance of the game comes from the fact that you are not always going to get those gamebreaker cards. Either it is out of print, or it is too rare, or you just don't draw the darn thing. Unlike in D&D where every option is always available however many times the rules say. Making Magic that much more balanced.
Besides, asking for perfect balance is like asking for a perfect human. It's boring. Of course, that doesn't make it unworthy of being pursued.
Actually, I do know of a perfectly balanced game.
Rock, Paper, Scissors. As long as you don't play with those game breakers like Gun and Bomb. :P
Rock, paper, scissors, lizard, Spock, on the other hand, is also perfectly balanced.
The thing is Magic was like that back in the day (The days before I played), but nowadays people are selling cards left and right. If you put down more money, you get a more powerful deck, which breaks that aspect of the balance (Especially since the game developers get none of that sweet cash). Legend of Five Rings did something interesting as far as this goes, they give you points for each pack you buy, and then sending in the codes on the packs lets you get more packs or specific rare cards. This saturates the market and lets even a casual buyer get that cool unique for their deck they would've had to open 30 packs to get or buy from a seller otherwise.

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Rock, paper, scissors, lizard, Spock, on the other hand, is also perfectly balanced.
The thing is Magic was like that back in the day (The days before I played), but nowadays people are selling cards left and right. If you put down more money, you get a more powerful deck, which breaks that aspect of the balance (Especially since the game developers get none of that sweet cash). Legend of Five Rings did something interesting as far as this goes, they give you points for each pack you buy, and then sending in the codes on the packs lets you get more packs or specific rare cards. This saturates the market and lets even a casual buyer get that cool unique for their deck they would've had to open 30 packs to get or buy from a seller otherwise.
Depends on what you play. I play Standard and Draft tournaments at the local comic shop. Hard to get all the super broken cards when you're limited to the most recent blocks.
Plus you still have the fact that you will not always get the perfect draw. Sometimes you get mulliganed. So you may hit on that great combination that wins you the game, maybe more often than not if you're a good player, but you will always have those games where you never get the land you need, or you get nothing but land.

vuron |

MtG is anything but balanced, especially if you are playing across the entire life of the game. What it does have is a constantly shifting equilibrium. Cards get introduce, they unbalance the game, they get exiled or the other decks get cards that counter that card.
In terms of design it's primary goal is first and foremost to sell cards. Spending more money generally results in a more effective deck. Is it an absolute certainty? Of course not there is still the random element of the draw impacting play. Further some decks are great vs a subset of other decks but get crushed by other decks. Simply put there is no universally optimal game solution.
Getting back to the problem of multiclassing, it's pretty much impossible to balance multiclass characters because currently there really isn't any sort of balance between the basic classes. In order to make a system that fixes the balance issues between multiclass and single class characters you'd need to first balance the classes across all 20 levels. I'm not sure that is a current design goal.
Further you'd need to decide what price the multiclass character needs to pay in order to unlock greater versatility. One of the key problems with the Gish is that the fighter part of the eldritch knight doesn't really add much in terms of versatility.
Fighter is awesome in melee and has high hit points, but his saves suck, he's one dimensional, he has limited skill points, and he's generally tied to a caster in order to beat certain challenges.
The wizard sucks in melee and has mediocre HPs, his saves aren't great but in general I like having a high will save, he has limited skill points, but he's also Reed Richards with a tool to solve just about every challenge in the game.
The Eldritch Knight is Reed Richards that can hit and is a bit more durable but ultimately the fighter half of the character isn't bringing a ton to the party (in some people's minds).
The trick is how do you penalize the eldritch knight in terms of maximum effectiveness without gimping him entirely. I think to a certain degree I agree that a better mechanic could be developed. I just don't see one being offered that isn't basically everyone gets to free gestalt ;)

Mark Chance |

In order to achieve balance, just give all characters the same BAB, caster level, spells, skills, saves, feats, and equipment. During gameplay, don't let any single player make any decision about a character's actions (since some players are better at some things than others). Instead, every character action must be decided by committee.

Loopy |

Hm. My bad. I really should have said EMOTIONAL toddlers.
If I arrived at a game with a "sub-standard" build because I thought it was fun to play, and I got s!$~ for it... hell, even if I got "the look" for wanting to play it, I would be very disappointed.
Anyhoo, I do want to clear something up. Actually, I believe that the Tome of Battle would actually be pretty balanced in Pathfinder. Two things keep it from my game:
1) I f!@@ing hate it.
2) Nobody has said, "Adam, I really want to play one of the classes in the Tome of Battle." If this were the case, we'd discuss the conditions of this allowance along with any other non-Pathfinder-core rule.
But I CAN totally understand why you'd think what you believed based on my previous posts. ToB messed up the 2nd to last campaign several times due to power issues, but I had a strict "Wide open anything published by WotC goes" policy and I didn't want to break it. My last campaign, ToB surprised me a few times, but all-in-all it wasn't terrible because everything else was more-or-less balanced... it was a high-powered campaign where the game rules really took a backseat to role-playing.
This time around, I just wanted a clean slate is all. The less muck from previous editions the better, but the option to include is always there if my players think that it's the best thing to enhance their character and there's no other way to do it in the current rules.

Shuriken Nekogami |

The more options one provides the less overall balance there is to be expected. i found D&D 4.0 boring due to the fact, that every class looked nearly identical.
3.5 i liked the options, my favorite 3.5 classes would be a long list, if we include ones that i read and nevor got a chance to play ( marked with an Asterisk), but would love to, i'd say, Rogue, Swordsage* Sorcerer, Shugenja, Psion*, Warlock*, Favored Soul*, Archivist* Jade Phoenix Mage*, Kensai*, Daggerspell Mage*, and Unseen Seer.
Can anyone see a theme? i just noticed a possible theme, i hope you guys noticed it too.
more options = less balance.

nidho |

I like multi-classing, in fact I prefer it to single classing... but I think reasonable arguments have been made here that point out that it can be under-powered and problematic - depending on the actual campaign realities. Luckily, my group is small (2 players and me as DM) so we mostly multi-class to fill all the niches a group needs to handle a wide variety of missions. Since we generally operate under the same 'handicap' there is no power level issue.
However, in thinking about the problem, I've got an idea that might help to partially address the power level problem - use the Slow character advancement experience column for single-class characters and use the Fast experience column for multi-classes.
For 05k EXP - Single Class: 2nd ... Multi: 3 total levels - 2nd/1st
For 10k EXP - Single Class: 3rd ... Multi: 5 total levels - 3rd/2nd
For 20k EXP - Single Class: 4th ... Multi: 6 total levels - 3rd/3rd
For 50k EXP - Single Class: 6th ... Multi: 9 total levels - 5th/4th
For 100k EXP - Single Class: 8th ... Multi: 10 total levels - 5th/5th
For 200k EXP - Single Class: 10th ... Multi: 12 total levels - 6th/6th
For 250k EXP - Single Class: 11th ... Multi: 13 total levels - 7th/6th
For 500k EXP - Single Class: 13th ... Multi: 15 total levels - 8th/7th
For 1Mil EXP - Single Class: 15th ... Multi: 17 total levels - 9th/8thOf course, the benefits become less if you go with more than 2 classes and the DM would have to watch out for abuse - i.e. a multi-classer who leaves a class at low level and jacks up the other one using the Fast table, like so:
For 1Mil EXP - Single Class: 15th ... Multi: 17 total levels - 16th/1st The multi-classer could be higher level than the Single-classer and have an extra level of another class to boot.
But with reasonable requirements on keeping the levels relatively close, you'd have your 15th Class X working with a 11th/6th (or 12th/5th) Class X/Class Y.
Thoughts?
Resurrect 3.5's 20% XP penalty for each class with more than 2 levels difference? Or better, adjust %XP penalty to the actual variation between different XP progressions.

A Man In Black RPG Superstar 2010 Top 32 |
Man-in-Black, I'll call your analogy a little too weak for these purposes. Monopoly is a one-dimensional game: you use money to build weapons to rob other people's money and you win when they're out of money points. Typical RPGs are more robust, and different characters can shine in different ways.
You're right that RPGs aren't competitive. But people tend to be. The final line of my analogy is apt; when a character can't do any level-appropriate things at all, it's easy to start feeling like the party's less-competent lackey, and that's not fun.
Tell you what: when you find a perfectly balanced game that is INTERESTING to play, you let us all know.
There's no such thing as a perfectly balanced game. (Even chess is imbalanced in favor of white; most rating systems and tournament rules attempt to compensate for this.) However, the vast majority of improvements from 2e to 3e are balance improvements. It's possible to make significant gains by working towards an unattainable ideal, rather than simply giving up on trying for good because we can't achieve perfect.
I'm not proposing homogenizing 3e by any means; I don't want a 4e-style solution whereby everyone is turned into the warblade. I want more strong options, and saying that multiclassing isn't allowed to be strong is a major obstacle to that.
But hey, you keep on accusing anyone who doesn't like playing a weak character of throwing a tantrum.
Never thought the purpose of roleplaying games was balance. Otherwise, what's the DM for? We might as well just play some of those Tunnels & Trolls pick-a-path adventures.
Tell you what. You write an adventure where the party is all fifteenth level, with a fighter/ranger, a rogue/sorcerer, a cleric, and a wizard, where you offer all four characters the opportunity to shine and nobody feels like the party's less-capable sidekick.
The GM's job is hard, and imbalance between party members only makes it harder.
Hm. My bad. I really should have said EMOTIONAL toddlers.
If I arrived at a game with a "sub-standard" build because I thought it was fun to play, and I got s!*# for it... hell, even if I got "the look" for wanting to play it, I would be very disappointed.
Choosing a different insult doesn't change your post: "Everyone who doesn't play like I do is worthy only of scorn."
It's not about the other players all getting mad at the weak character's player. It's about the player of the weak character wondering why their choice, which is advertised as perfectly reasonable, is so much weaker than the rest of the party and weaker than level-appropriate opposition. That's a perfectly reasonable and adult question to be asking, and the answer from James Jacobs is that it's fine if some characters are weaker, because that's an interesting challenge.
No, it's not interesting to play the gimp.

DigMarx |

DigMarx wrote:Never thought the purpose of roleplaying games was balance. Otherwise, what's the DM for? We might as well just play some of those Tunnels & Trolls pick-a-path adventures.Tell you what. You write an adventure where the party is all fifteenth level, with a fighter/ranger, a rogue/sorcerer, a cleric, and a wizard, where you offer all four characters the opportunity to shine and nobody feels like the party's less-capable sidekick.
The GM's job is hard, and imbalance between party members only makes it harder.
I'm sure that's what your experience has taught you. Mine, on the other hand, has taught me that I can join a pre-existing Living Greyhawk campaign with multiple DMs, min/maxed characters from hell, and players who outstrip me in experience, knowledge and probably talent as well, and have a damn fun time, whether my character takes 300+ damage in 1 round or I end up disintegrating the BBEG in the 2nd round by threading the needle through SR 29 and a nat 1 on the Fort Save. Or in the other 75% of the game: roleplaying and coming up with ideas of how to accomplish goals.
Turning it around, when I DM I make an effort to include every player equally regardless of each player's personality, which I find to matter far more than their character's class when it comes to DM face-time. In some adventures some players contribute more toward forwarding the plot than others; that doesn't (or shouldn't) mean the others are left out in any way.
We've had this discussion or one like it before, I'd hate to rehash it here. I just can't relate to the notion of "feeling like the...sidekick". The only time I can honestly say I've felt that way was back in '92 or '93 when our DM ran a PC in adventures he wrote. Enough said.
Zo

Loopy |

Choosing a different insult doesn't change your post: "Everyone who doesn't play like I do is worthy only of scorn."
No, I was really just clarifying. Lack of intelligence and lack of emotional maturity are two completely different things.
And you over-simplifying my opinion. Everyone who gets all emotional when their build doesn't perform at 120% efficiency is worthy only of scorn. Cry about it.
It's not about the other players all getting mad at the weak character's player. It's about the player of the weak character wondering why their choice, which is advertised as perfectly reasonable, is so much weaker than the rest of the party and weaker than level-appropriate opposition. That's a perfectly reasonable and adult question to be asking, and the answer from James Jacobs is that it's fine if some characters are weaker, because that's an interesting challenge.
No, it's not interesting to play the gimp.
The only instance where I see your opinion having any kind of merit is with novice players. If they are the type of person who wants to play an optimized build, a reasonably optimized build, or a "f@~$ it all I just wanna play this concept" build, the Dungeon Master should help this player during character creation. Other players know what they're getting into.
For Example, I was considering a Sorcerer/Druid/Mystic Theurge for the next campaign I get to play in until I fell in love with the Cavalier. I'd call that reasonably optimized due to my "Air Elemental wild shape shooting the f*~% out of things with while flying and being protected by elemental qualities" concept but certainly not a power build. Nobody at the table would have complained, and I absolutely wouldn't have b##~~ed or felt bad about the Fighter or the Inquisitor out-damaging me.
You can't gurantee a build is going to be or is entitled to be the best build for the task at hand. It will NEVER happen unless you dumb down this game so much it's not worth playing.

A Man In Black RPG Superstar 2010 Top 32 |
Turning it around, when I DM I make an effort to include every player equally regardless of each player's personality, which I find to matter far more than their character's class when it comes to DM face-time. In some adventures some players contribute more toward forwarding the plot than others; that doesn't (or shouldn't) mean the others are left out in any way.
I see. So, the job isn't hard, because you can do it perfectly. Of course, you're not going to tell me how you do it perfectly, but rest assured that if I can figure out how to be you all the time, I'm doing it right.
No, I was really just clarifying. Lack of intelligence and lack of emotional maturity are two completely different things.
And you over-simplifying my opinion. Everyone who gets all emotional when their build doesn't perform at 120% efficiency is worthy only of scorn. Cry about it.
No, I'm pretty sure I'm completely right in saying that you're going to keep insulting anyone who doesn't agree with you, because you just did that. Again.

LilithsThrall |
A Man In Black wrote:Kthulhu wrote:Maybe it's just me, but it makes perfect sense to me that a multiclass fighter/wizard (to go for the most popular option) isn't as powerful as a dedicated member of either of those classes. He's dividing his focus, and abilities tend to be more powerful as one advances in level. So a wizard that skips a few levels in order to gain the ability to be a decent melee combatant is sacrificing his magical power.So what is he good at?
Multiclassing and PrCs like Eldritch Knight create characters who are bad at many things, and being bad at two things is not a substitute for being good at one thing in a game of specialists. It might be possible to create PrCs that add a portion of the specialty of one class to another class, but non-synergistic multiclassing as a PrC entry and being-bad-at-everything-two-classes-do is a non-starter for a PrC concept.
He is either a fighter that can magical buff himself and use his magic to suppliment his fighting or he is a Magic-user that has a better chance to hit and take more damage in melee as he delivers his spells via close quarters. He can also do more stuff at range and has various opportunities open to him that a fighter doesn't.
A fighter can't cast spells. That guy can but it doesn't mean that his spells should be equal to a dedicated wizard's spells. It means he gave up a degree of power for additional flexibility. If that trade is stupid to someone then they shouldn't go for it.
Even the Duskblade, arguably an excellent example of a class designed to make a fighter/mage mix that worked really well, imposed a good amount of limits. Reduced hit points, very limited spell list with no buff spells, etc...
It sounds like what you want is Gestalt Classes. They gain the full power of both classes. Regular multiclass is about choices: How much full power do I sacrifice to gain the bonus of flexibility.
A multiclass spellcaster shouldn't have the full benefits of a straight class spellcaster of the same level. I think, I hope, we can all agree on that.
The question is how best to limit their power.Should it be 10thlvl Fighter/10th lvl Wizard as it is now?
Sure, it makes for easy rules, but I don't think "easy" is always "best".
IMHO, it should be that the Wizard have 20th level powers, but -only- in a very narrowly defined area (for example, -only- enchantments) - balanced by the fact that they are only getting a narrowly defined area of the Fighter ability as well.
If you can understand the metaphor, the classes should be reduced in power vertically, not horizontally.
A lot of this goes back to the fact that the whole spell casting system for DnD needs a substantial overhaul.

Loopy |

No, I'm pretty sure I'm completely right in saying that you're going to keep insulting anyone who doesn't agree with you, because you just did that. Again.
If that's how you want to look at it, I can't stop you. I have such little regard for your opinion that it barely registers on my ego-o-meter.

Majuba |

Fake Healer wrote:It sounds like what you want is Gestalt Classes. They gain the full power of both classes. Regular multiclass is about choices: How much full power do I sacrifice to gain the bonus of flexibility.A multiclass spellcaster shouldn't have the full benefits of a straight class spellcaster of the same level.
...
IMHO, it should be that the Wizard have 20th level powers, but -only- in a very narrowly defined area (for example, -only- enchantments) - balanced by the fact that they are only getting a narrowly defined area of the Fighter ability as well.
If you can understand the metaphor, the classes should be reduced in power vertically, not horizontally.
I don't think that is a good multiclassing method, but it would be a very interesting method of allowing gestalt classes - start with the merged classes, and trim "vertically". I can't imagine allowing any sort of gestalt without some extra penalty, but this could allow it (perhaps) with a shift to the XP method (Slow/Medium/Fast), which I had already thought was a good start to balancing them.

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Yes, I'm too lazy to read this whole thread, so I'll risk asking this question even if it has been asked:
Q: Can you please confirm that there are no multiclassing XP penalties in PRPG? (looked a while ago and couldn't find it)
James says it best: Fighter1/Wiz5/EldritchX is best. The weapon specialization feat is worth it on its own (ray ray ray!!!)

Uchawi |

I like how 4E approaches the concept of multi-classing where you retain your core class and dabble in the other, or you can choose a hybrid class (not official rules yet, but available in DDI) where you share features of two classes. By choosing features from other classes you become more diverse, but the base mechanics like AC, to hit, and saves don't take a big hit. But like any system, even with 4E you can make some bad choices due to lack of synergy between classes.
So there is no magical answer, unless you choose a system that does not have classes like GURPS, where everything is free to choose.

Ravingdork |

Yes, I'm too lazy to read this whole thread, so I'll risk asking this question even if it has been asked:
Q: Can you please confirm that there are no multiclassing XP penalties in PRPG? (looked a while ago and couldn't find it)
James says it best: Fighter1/Wiz5/EldritchX is best. The weapon specialization feat is worth it on its own (ray ray ray!!!)
Absolutely nothing in Pathfinder cost XP. Spells with XP components now have expensive material components (or MORE expensive material components). Dying only gives you negative levels which are one or two restorations away from being gone. Creating magic items is a matter of time, gold, and skill checks. The death of a familiar penalizes your character with temporary penalties rather than XP loss.
Favored class rules now give you bonuses in the form of +1 hp or +1 skill rank any time you take a level in your favored class.
It's a design decision. The old favored enemy rules punished players for creative ideas and didn't increase the enjoyment of the game in any way, shape, or form.
You won't find the favored class XP penalty rules in Pathfinder. Why would you want to?

DigMarx |

I see. So, the job isn't hard, because you can do it perfectly. Of course, you're not going to tell me how you do it perfectly, but rest assured that if I can figure out how to be you all the time, I'm doing it right.
I'm really not sure where I said anything that could be paraphrased that way, sarcastically or not. I'm not as concerned with "perfection" as you are, I guess. I just like to have fun. That's my test for "doing it right". I have no problems with Pathfinder RPG as it exists now, and I utilize the rule-set to have fun roleplaying sessions with my friends. YMMV. I could state my opinion further, but it seems you're offended by it. Take to heart the fact that I don't care when, where, how, or why you play.
Zo

A Man In Black RPG Superstar 2010 Top 32 |
Race? Hmm...
What kind of stats would an Electron have in PF?
Small fire elemental that does electrical damage instead of fire damage.
Q: Can you please confirm that there are no multiclassing XP penalties in PRPG? (looked a while ago and couldn't find it)
James says it best: Fighter1/Wiz5/EldritchX is best. The weapon specialization feat is worth it on its own (ray ray ray!!!)
No, there are no XP penalties.
Weapon Specialization is not worth it on rays, because you only get one shot of it per turn.
I'm really not sure where I said anything that could be paraphrased that way, sarcastically or not. I'm not as concerned with "perfection" as you are, I guess. I just like to have fun. That's my test for "doing it right". I have no problems with Pathfinder RPG as it exists now, and I utilize the rule-set to have fun roleplaying sessions with my friends. YMMV. I could state my opinion further, but it seems you're offended by it. Take to heart the fact that I don't care when, where, how, or why you play.
You brushed off my question without answering it, and that's exceedingly annoying. How are you keeping people engaged when there's a significant chunk of the game where they can contribute absolutely nothing?

Mark Chance |

How are you keeping people engaged when there's a significant chunk of the game where they can contribute absolutely nothing?
Why are you assuming that anyone's game has that particular problem? I know my doesn't. Never has to the best of my memory, and, if it did, it'd be much more likely to be my fault as DM than anything to do with character builds on the game system.

DigMarx |

You brushed off my question without answering it, and that's exceedingly annoying. How are you keeping people engaged when there's a significant chunk of the game where they can contribute absolutely nothing?
Your previous question (actually, your sarcastic declarative statement posited erroneously as a reiteration of my opinion) was a straw man and, as such, unanswerable. As is your quoted question; I don't accept your premises. You find annoyance where none is intended, and in turn annoy where such is unnecessary. Let's try to remain civil.
Zo

LilithsThrall |
Some people play hack and slash. They define how useful a character is in a party by the size of the numbers following the plus signs on their character sheets.
While I don't play that way (nor do I enjoy it), to be fair to them, we should take that as a starting premise of what "being useful" means to them.
That having been said, it'd probably be most helpful if you two provided sample characters to show how the bonuses stack up and then you two would have common ground to discuss what the bonuses mean and how to further min max them.

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A Man In Black wrote:How are you keeping people engaged when there's a significant chunk of the game where they can contribute absolutely nothing?Why are you assuming that anyone's game has that particular problem? I know my doesn't. Never has to the best of my memory, and, if it did, it'd be much more likely to be my fault as DM than anything to do with character builds on the game system.
:)
I'm not taking sides here, but I think that a Cleric 3, Sorcerer 4, Fighter 2, Rogue 1, Druid 3, Wizard 3, Bard 4 would have plenty to FAIL at in that 20th level fight for your life. . .
I'd concider myself a fairly creative Dungeon-Storyteller-Gamemaster, but I'll say, I can't think of a lot of things to let this character shine that a 10th level character couldn't mop the floor with. On the other hand, they can (extremely poorly) step in to many a role, can boast that they are a student of all the major magic types, (just not that they have learned to intergrate or expand them at all), probably have a lot of nifty skills that may, work 1 out of 20 times.

Mark Chance |

I'm not taking sides here, but I think that a Cleric 3, Sorcerer 4, Fighter 2, Rogue 1, Druid 3, Wizard 3, Bard 4 would have plenty to FAIL at in that 20th level fight for your life.
And, in all seriousness, where and when has anyone actually played that character? If it were so deficient a build, it would never live to see 20th level. More to the point, can't anyone fabricate a scenario that a priori "proves" whatever contention the fabricator seeks to prove?
As usual, the "X is underpowered" (and it's variations of "X is overpowered", "X is broken", "X is unbalanced", et cetera) don't amount to anything more than, "I don't like the way X works." or "I do like the way X works."

Majuba |

Beckett wrote:I'm not taking sides here, but I think that a Cleric 3, Sorcerer 4, Fighter 2, Rogue 1, Druid 3, Wizard 3, Bard 4 would have plenty to FAIL at in that 20th level fight for your life.And, in all seriousness, where and when has anyone actually played that character? If it were so deficient a build, it would never live to see 20th level.
Ummm.. welll... my halfling Rogue 4, Monk 2, Barb 2, Fighter 2, Wizard 3, Cleric 3, Psion 2, Psychic Warrior 2 lived to 20th level [actually 31st eventually (Sept 2000 - Sept 2008, fwiw.)] Surviving is what he did best actually.
Was he powerful - hardly. Was he useful? Always. He could always squeeze in to give a flank, drew off plenty of attacks, would step in with a Staff of Healing or Staff of Life. And when whatever critter was around finally said "agh, enough of this halfling", a flurried sneak attack with a flaming/shocking/spell-storing Kama would prove *quite* effective.
Edit: I should say, he *was* eventually powerful actually - epicness tends to even things out. Saves to rival the paladin and swatting meteor swarms back at the caster does that.

Grey Lensman |
The problem is going to be finding a good balance between "make multi-classing viable" and "keep multi-classing from always being the better option."
In 2nd Edition, mutli-classing was king. For the penalty of being a mere one level behind the single classed character, you got to have the better of two saves, the spells, and the weapons. The was no reason NOT to multi-class. Unless you were human, and then you just couldn't. Needless to say, unless they were paladins, I don't recall seeing many 2nd edition humans.
In 3E, the pendulum went too far the other way. Multi-classing as an attempt to be 2 things was always a bad choice, period. However, dipping to cherry-pick the front loaded abilities of many classes reigned supreme. How many characters had one level of ranger again? In fact, the Ranger 1/ Barbarian 19 was a better tracker than the ranger 20 until the 3.5 ranger came out. And for many classes, taking a prestige class was one of those "you'd be stupid not to" choices. Fighters always seemed to stop at level 6 before becoming something else, wizards always added something, even if it was just the Loremaster, since they lost NOTHING to take a PrC. And the only thing that prevented the sorcerer from hitting the prestige class bonanza was that most of them were written to make it hard for the sorcerer to enter. The first magic splatbook was nicknamed "Skip Hates Sorcerers" for a reason.
In 3.5, things got better. The multi-class fix prestige classes came into play, but they only did well if you didn't have a DM who thought rthe game should cap at level 12 or so. On the other hand, people with bad memories of 2E multi-classing screamed that they would never "downgrade" their games and any multi-classing that wasn't relegated to a the dungeon of suck was hopelessly broken and a danger to the hobby of role-playing itself.
In late 3.5 feats came about to help some of the more odd multi-class combinations, especially if it involved any of the new splatbook base classes. Also, some new base classes came out that worked much like a multi-class character, only from level one. These were limited in their own way though. The Beguiler had all 9 spell levels, but lost half the schools of magic outright. The Duskblade could cast in armor, but again from a very limited spell list. Fighters had SOME reason not to take a prestige class, but not many. It was still an easy decision.
In Pathfinder, all classes now have to give something up in order to gain from multi-classing, even the fighter. The point is to keep multi-classing from being the choice that it is stupid not to take. I might even play an Eldritch Knight sometime since the PrC is much improved over the old version. The old EK lost spellcasting to gain a high BaB, but the designers neglected to include hit points as a class feature. It was used almost entirely by ray specialists. The new Dragon Disciple actually gains spellcasting levels, a vast improvement over the old one which gave a few crummy spell slots while granting zilch to the caster level. The same for the Arcane Archer. Some multiclasses actually seem to me to be MORE viable than they ever were, while the one thing I despised, the min/maxer's dip, has a higher cost.

Majuba |

Sheboygen wrote:Well, discussing with someone who dismisses your words wholesale and doesn't believe a thing you say is rather fruitless after all.Majuba wrote:Words.Yes, and I've a bridge in Brooklyn I'd like to sell you.
I wonder what he'd say if I told him the point-buy equivalent of my rolled stats was negative.

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Well, discussing with someone who dismisses your words wholesale and doesn't believe a thing you say is rather fruitless after all.
Had I read something believable, I might have been more receptive to the idea that he had a uniquely useful badly managed character. Really, his main selling points were that he could flank stuff, sometimes someone tried to attack him, he muled the party's happy sticks, and once he hit level 31 or so, was actually really, really powerful (sic). I've known wizards/clerics who could summon things that could do all that and more, and would be kind enough to bring you a bag of celestial potato chips.
Either way, I'd prefer if the conversation was kept on sane ground, not "Well, in 3.5 I once paid a hefty XP penalty several times over and made this wacky dude, the party didn't have to prepare Gate/Planar Ally; Greater, so obviously this is admissible evidence of how multiclassing like a psychopath is actually a workable option." I'm not trying to knock the guy's fun or anything, but just because it might have worked (under whatever circumstances he claims to have made them work) in doesn't mean that anyone else in the history of D&D will ever pull it off again.
Now, about that bridge... are you interested?
EDIT:
I wonder what he'd say if I told him the point-buy equivalent of my rolled stats was negative.
I won the bridge from Shakespeare in a game of Pazaak.