Multiclassing as a campaign moderation; thoughts?


Advice


So I've let myself get handed a run slot in my group... flattering, but I'm not hot to run a real campaign. So I'm fleshing out a small region and setting out a sandbox to let them build their own power-bases, which will then be threatened by the BBEG.

I'm lousy at low-level GMming; it's true and I readily admit it. I also want around a 7th level cap on spell access, for both PC and NPC casters.

My plan is to have people make 10th level characters, but require them to have no higher than 6th level in a single class. This will let me make the opposition scary at lower levels and easier to run when they do get cornered by the PCs.

I'm planning for about 5-7 levels of advancement as the plot unfolds. If they (the PCs) push, they ought to be able to do it in 5, if they go all conservative on me, they could get higher-level before they reach the end of the arc.

Any thoughts on requiring a multi-class as a brake? Would you rather start at lower-level than split your advancement? Would you enjoy the "short stack" of secondary class abilities?

Thanks

PS: Especially interested in non-caster PC input here; this is aimed at casters: is it workable from a martial view? Or bothersome?


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Alitan wrote:
PS: Especially interested in non-caster PC input here; this is aimed at casters: is it workable from a martial view? Or bothersome?

The martial classes won't mind it nearly as much as the casters; though they'll miss out on some of the kewl things PF gives to people who focus on one class at higher levels, they can still get a lot from a 2nd class and not feel nerfed.

The casters. . .I see what you're trying to do and why you're trying to do it but casters really do get gimped if they have to take many levels outside of their class, in a class which doesn't stack their casting levels. At least until epic levels.

If mainly you just want to remove access to spells above a certain level, the thing to do might just be to - remove spells above a certain level, rather than force a multiclass.


Porphyrogenitus wrote:


If mainly you just want to remove access to spells above a certain level, the thing to do might just be to - remove spells above a certain level, rather than force a multiclass.

If you then allow the slots to still be used for metamagicked spells, caster unhappiness might be limited.


You could always just limit them to caster classes that only get up to 6th level spells.

Magus = Wizard
Cabalist Magus = Sorceror
Hexcraft Magus = Witch
Inquisitor = Cleric
Ranger = Druid
Summoner = Sorceror
Alchemist = Sorceror


carn wrote:
Porphyrogenitus wrote:


If mainly you just want to remove access to spells above a certain level, the thing to do might just be to - remove spells above a certain level, rather than force a multiclass.
If you then allow the slots to still be used for metamagicked spells, caster unhappiness might be limited.

I'd say also give all full casters the heighten spell feat for free so they can always fill out their higher slots with lower spells that have relevant DC's.

Another option is to just cut the spells which you think are going to break your game. In my current game GM stated at the start that teleport spells only work between two magical anchor points basically meaning we can't use teleport to circumvent things. dimension door still works but hoping around a map in the blink of an eye is out. plane shift, shadow walk etc all got similar restrictions.

So instead of no 7,8,9th level spells you may just want to have a very cut down spell list that you show before the game starts.


I've always thought a fun campagin would be one where (using your game as an example) everyone starts off with 7 levels in the same class but with looser restrictions of feat choices to make variety easier.


I probably will give away Heighten Spell, since I know I'd love to see it, when playing...

I'm willing to see the PCs end up with up to 7th level spells. But I do want those spells to be late-game, so I can hand them a couple of thwarts on the way.

I also want the casters to have something, upon which, to fall back -- on those occasions their magic fails to work as expected or at all.

Finally, I don't know why, but it has always been my experience (playing and GMming) that multiclassed characters have more fun backgrounds. I have a rough patch of kingdoms and wilderness areas, scheduled for escalation of conflicts. I should be able to give each character good information on their geographic and philosophic ties to various regions, peoples, etc. So I'm looking forward to see if everyone ends up with rogues or rangers or druids (seems likely there will be a couple of class clumps).

I expect the guys I'm running for will slip in to vacuums in the power structure and subvert vast portions of the world... it'll be interesting to watch.

I do have a BBEG, and several sub-BBEGs to toss around the map. If the players finally stop keeping themselves occupied, there will be some pretty obnoxious interference in their plans, when they finally come to the attention of Blank. I think I've got a guy who will cross them whether they're heroes or villains, but until they chase him down through various agents, they're only snipping hydra heads.

Anyway, I'm starting them out with access to 3rd level spells, if they want them. And martials at 6th start to have nice things, as I recall from my few forays into non-caster characters. Cutting off the area of advancement in which I don't run well. But stopping before anybody starts using 8th level spell nastiness. Which I don't really even appreciate as a caster.

We'll see, I guess. Thanks for all the input; it all sounds like good advice.

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