Why the class limitation in the Advanced Class Guide?


Product Discussion

1 to 50 of 63 << first < prev | 1 | 2 | next > last >>

I just spotted the rule that if you take a hybrid class you can never take any levels in either of its alternates. I'm just wondering what the reasoning behind that is since I could in theory be a wizard 20/sorcerer 20 with all the abilities and spells of both (say blasting spells in the sorcerer slots and utility ones in the wizard) but I can't be an arcanist 11/wizard 9 to get a familiar I can talk to at a significant loss in max level spells?


There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

As to the restriction: It's for balance purposes. The hybrid classes tend to be potent in their own right, and have abilities that by RAW would stack with the abilities from their origin classes to be too potent. There's also certain abilities, feats, and items that count the hybrid class as the origin class for determining final level - for example, the Monk's Robe adds 5 to your effective Monk level, and a Brawler counts as both a Monk and a Fighter for such an item; therefore, a Brawler\Monk cross-class would effectively get a double-dip from the item and be treated as his Monk +5 and his Brawler +5.


Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.

Anyways, this isn't really a rules question...


first of all, you just compared a level 40 character to a level 20 character.....

secondly, you cant take a parent class in addition to its child/hybrid class because the idea behind that hybrids is to move away from cross classing. Pathfinder as a game was build behind the idea that cross-classing was bad and thus introduced class capstones. the Hybrids are a way of cross-classing without giving up capstones because it is understood that some people WANT to do more than just what a single class can offer.

third - barring class archetypes there should be no reason to take a parent class in addition to a hybrid. you would effectively be double tapping on half of your class skills. so taking levels in arcanist AND wizard would do nothing for you except decrease your overall ability to cast spells since neither one has the same class spells as the other so for your example your highest spell usable would be a lvl6 spell at lvl20. this is a gimp instead of a boon. you would end up with more spell slots, sure, but would have a much lower caster level for each class than the encounters you could be facing would require you to need in order to deal with them. so you'd only have a CL of 11 and CL of 9 for any given spell you had ready, and then would by trying to cast against something with SR 25+ which makes getting over it pretty hard. also, almost nothing would ever fail a save against you.

the only hybrid classes that benefit from taking levels in their parent classes are those that have rogue or fighter as a parent because sneak attack stacks through all classes that grant it and fighters extra feats are never a bad thing for anyone. other then those two, its never a positive to cross-class into a parent.

all of this is assuming that you dont want something from an archetype, but those SHOULD be melded into the final draft of the UCG when it is published. If not, then the community is going to be in an uproar about not being able to get their favorite archetypes with their hybrids.


137ben wrote:
Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.
Anyways, this isn't really a rules question...

Yay, I achieved 21st level because I was able to add on enough XP to do so! Wait - what abilities do I get? Shouldn't I get another level of spells now? Where are they?

:P The epic handbooks in 3.x existed for a reason.

As to this not being a rules question - don't know that I agree. There's a rule in the ACG that states those ACG classes can't be cross-classed with their origin classes. I think it's fair to ask, "Why?"


1 person marked this as a favorite.

I wonder why they didn't just patch their awful multiclassing ...


Zhayne wrote:
I wonder why they didn't just patch their awful multiclassing ...

Because as i stated before they design behind pathfinder was to get away from cross classing as was done in 3.x. they don't want you to cross class in this game. To make people happy who WANT to, they made hybrid classes so you don't HAVE to cross class...

Sczarni

Liam Warner wrote:
I just spotted the rule that if you take a hybrid class you can never take any levels in either of its alternates. I'm just wondering what the reasoning behind that

The idea of Alternate Classes predates the Advanced Class Guide and was first described in Ultimate Combat:

Quote:
Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa.

The first three Alternate Classes were (and technically still are) Ninja, Samurai, and Antipaladin.

The Advanced Class Guide is simply offering more of them.


The Advanced classes aren't Alternate classes though.

They (mistakenly, IMO) have some of the same design philosophy, but they are not Alternate classes.


1 person marked this as a favorite.
Xaratherus wrote:
137ben wrote:
Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.
Anyways, this isn't really a rules question...

Yay, I achieved 21st level because I was able to add on enough XP to do so! Wait - what abilities do I get? Shouldn't I get another level of spells now? Where are they?

Gee, maybe it would be helpful to continue reading down the exact same page:

CRB wrote:

Scaling Powers

Hit dice, base attack bonuses, and saving throws continue to increase at the same rate beyond 20th level, as appropriate for the class in question. Note that no character can have more than 4 attacks based on its base attack bonus. Note also that, before long, the difference between good saving throws and poor saving throws becomes awkwardly large—the further you get from 20th level, the more noticeable this difference grows, and for high-level characters, bolstering their poor saving throws should become increasingly important. Class abilities that have a set, increasing rate, such as a barbarian's damage reduction, a fighter's bonus feats and weapon training, a paladin's smite evil, or a rogue's sneak attack continue to progress at the appropriate rate.
Spells

A spellcaster's caster level continues to increase by one for each level beyond 20th level. Every odd-numbered level, a spellcaster gains access to a new level of spell one above his previous maximum level, gaining one spell slot in that new level. These spell slots can be used to prepare or cast spells adjusted by metamagic feats or any known spell of lower levels. Every even-numbered level, a spellcaster gains additional spell slots equal to the highest level spell he can currently cast. He can split these new slots any way he wants among the slots he currently has access to.

For example, a 21st-level wizard gains a single 10th-level spell slot, in which he can prepare any spell of level 1st through 9th, or in which he can prepare a metamagic spell that results in an effective spell level of 10 (such as extended summon monster IX, or quickened disintegrate). At 22nd level he gains 10 spell-levels' worth of new spell slots, and can gain 10 1st-level spells per day, two 5th-level spells per day, one 7th-level and one 3rd-level spell per day, or one more 10th-level spell per day. At 23rd level, he gains a single 11th-level spell slot, and so on.

Spellcasters who have a limited number of spells known (such as bards and sorcerers) can opt out of the benefits they gain (either a new level of spells or a number of spell slots) for that level and in exchange learn two more spells of any level they can currently cast.

You might want to further adjust the rate of spell level gain for classes (like paladins and rangers) who gain spells more slowly than more dedicated spellcaster classes.
Multiclassing/Prestige Classes

The simplest way to progress beyond 20th level is to simply multiclass or take levels in a prestige class, in which case you gain all of the abilities of the new class level normally. This effectively treats 20th level as a hard limit for class level, but not as a hard limit for total character level.


3 people marked this as a favorite.
Shimesen wrote:
Zhayne wrote:
I wonder why they didn't just patch their awful multiclassing ...
Because as i stated before they design behind pathfinder was to get away from cross classing as was done in 3.x. they don't want you to cross class in this game. To make people happy who WANT to, they made hybrid classes so you don't HAVE to cross class...

And making a new hybrid class for every combo is an improvement? Sorry, not seeing it.


People who hate multiclassing could always play a game that largely eliminated multiclassing, like 4e.


1 person marked this as a favorite.
137ben wrote:
People who hate multiclassing could always play a game that largely eliminated multiclassing, like 4e.

Or, they could simply choose not to multiclass, while letting those who like multiclassing do it.


1 person marked this as a favorite.
Zhayne wrote:
137ben wrote:
People who hate multiclassing could always play a game that largely eliminated multiclassing, like 4e.
Or, they could simply choose not to multiclass, while letting those who like multiclassing do it.

Nah, too much work. Better to just ban multiclassing altogether and shout "munchkin! munchkin!" at anyone who says anything.


137ben wrote:
Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.
Anyways, this isn't really a rules question...

That is general advice. The point being made is that improving each class specifically has no rules.

Liberty's Edge

1 person marked this as a favorite.
137ben wrote:
Xaratherus wrote:
137ben wrote:
Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.
Anyways, this isn't really a rules question...

Yay, I achieved 21st level because I was able to add on enough XP to do so! Wait - what abilities do I get? Shouldn't I get another level of spells now? Where are they?

Gee, maybe it would be helpful to continue reading down the exact same page:

CRB wrote:

Scaling Powers

..

Maybe it would be better to read what is printed ahead of parts you cited:

PRD wrote:

Beyond 20th Level

Although Classes doesn't describe what happens after 20th level, this isn't to say that there are no resources available to you should you wish to continue your campaign on to 21st level and beyond. Rules for epic-level play like this exist in numerous products that are compatible with the Pathfinder Roleplaying Game, although in many cases these alternative rules can provide unanticipated problems. For example, if your campaign world is populated by creatures and villains who, at the upper limit of power, can challenge a 20th-level character, where will epic-level PCs go for challenges? You might be looking at creating an entirely new campaign setting, one set on different planes, planets, or dimensions from the one where your players spent their first 20 levels, and that's a lot of work.

Paizo Publishing may eventually publish rules to take your game into these epic realms, but if you can't wait and would rather not use existing open content rules for epic-level play, you can use the following brief guidelines to continue beyond 20th level. Note that these guidelines aren't robust enough to keep the game vibrant and interesting on their own for much longer past 20th level, but they should do in a pinch for a campaign that needs, say, 22 or 23 experience levels to wrap up. Likewise, you can use these rules to create super-powerful NPCs for 20th-level characters to face.

So you are taking some stop gap guidelines as as "the rules to play a 40th level character".


I'm still not seeing the reason for it, let's limit it to less than 20th level. An arcanist 10/wizard 10 is as you said less able to function than a straight arcanist/wizard 20 so WHY make it illegal to take both? If your just making your character weaker and that's your choice for flavour/roleplay reasons why stop you.

I could see it if it were a power reason as in the monk/brawler situation but even there your still only level appropriate unless your gestalting. I.e. hybrid X + straight Y = total Z just as if you were straight Z only. So since as far as I can tell your either level equivilent or less where's the reason for saying no you can never do this?

Especially since its just the parent classes and you could still say take 18 levels of arcanist for 9th level spells then throw in 2 of another high powered class say summoner or fighter/eldritch knight for more physical combat power.


well lets say that they dont incorporate every current archetype into the archetypes the add into the ACG, then people would start to do the following: Brawler 6/Master of Many Styles 3/Blood Rager 4/Barbarian 7....see where this can become far too OP? the Brawler shouldn't be able to take levels in anything that has monk or fighter levels in order to gain something he was intentionally meant NOT to have.


I... don't see how that's OP at all?

EDIT: It was probably done because there are a lot of full BAB classes and they realised there's very little reason to stick with most for more than 2 levels when everything is so front loaded. Especially with all the fighter/monk stuff, you could be swimming in feats.


I don't see it either, I mean by that logic you could say a wizard isn't meant to have access to heavy armour proficiency and shouldn't be able to take a level in fighter to multiclass into eldritch knight with 16/11/6/1 BAB.


1 person marked this as a favorite.
Shimesen wrote:
well lets say that they dont incorporate every current archetype into the archetypes the add into the ACG, then people would start to do the following: Brawler 6/Master of Many Styles 3/Blood Rager 4/Barbarian 7....see where this can become far too OP? the Brawler shouldn't be able to take levels in anything that has monk or fighter levels in order to gain something he was intentionally meant NOT to have.

Errr...how is that OP again?

He gets: Some neat styles, a little bit of Rage and Blood Rage...and that's it.

He loses progression on ALL of those class abilities (besides MoMS) that makes those powerful in the first place.

Blood Ragers only become good at 7th at the earliest (when the second Bloodline power comes in, since the first is rarely worthwhile), so you've become a gimped Barbarian at that point.

The Barbarian levels are good...but that's because BARBARIANS are good. And nothing is stopping the Brawler from taking levels in Barbarian in the first place.

And said Brawler/MoMS/Barbarian won't be nearly as powerful as an equivalent Brawler (Fighter archetype)/MoMS/Barbarian, which is ALREADY A PERFECTLY LEGAL COMBO, and it's not all that powerful anyway.


Liam I don't think it is a problem for every class, but I think they are putting a preemptive measure in place to stop possible abuses so they don't have to look at each class individually and issue errata later on.

That however is just a guess. :)


wraithstrike wrote:

Liam I don't think it is a problem for every class, but I think they are putting a preemptive measure in place to stop possible abuses so they don't have to look at each class individually and issue errata later on.

That however is just a guess. :)

Maybe but it seems a bad precedent since as said multiclassing usually hurts more than it hurts and here its just a prescription (for now) on the two parent classes where there are a huge number of other classes that can be taken which will yield equal or better results. Which is why I'm interested in seeing what the training behind this rule actually is. So I can get a better idea of why I can take any combination of wizard/sorcerer or arcanist/summoned but not wizard/arcanist?

Dark Archive

2 people marked this as a favorite.

I think the problem they were thinking of is more along the lines of classes that give the same ability (or some similar enough to count) at 1st level, taking two single dips for a disproportionate buff. I.e.; Bloodrager 1, Barbarian 1 for significantly more Rage rounds than either a Bloodrager 2 or Barbarian 2. Or classes that give a few bonus feats at the start to stack a large number of extra feats, it tends to be the Advanced classes and their bases which can stack like this, and thus the prohibition.

Liberty's Edge

137ben wrote:
Xaratherus wrote:
137ben wrote:
Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.
Anyways, this isn't really a rules question...

Yay, I achieved 21st level because I was able to add on enough XP to do so! Wait - what abilities do I get? Shouldn't I get another level of spells now? Where are they?

Gee, maybe it would be helpful to continue reading down the exact same page:

CRB wrote:

Scaling Powers

Hit dice, base attack bonuses, and saving throws continue to increase at the same rate beyond 20th level, as appropriate for the class in question. Note that no character can have more than 4 attacks based on its base attack bonus. Note also that, before long, the difference between good saving throws and poor saving throws becomes awkwardly large—the further you get from 20th level, the more noticeable this difference grows, and for high-level characters, bolstering their poor saving throws should become increasingly important. Class abilities that have a set, increasing rate, such as a barbarian's damage reduction, a fighter's bonus feats and weapon training, a paladin's smite evil, or a rogue's sneak attack continue to progress at the appropriate rate.
Spells

A spellcaster's caster level continues to increase by one for each level beyond 20th level. Every odd-numbered level, a spellcaster gains access to a new level of spell one above his previous

...

And this is relevant to this thread how?


I actually have to change my opinion on something: 137ben is correct hat this isn't really a rules question at this point. The rule here is clear: You can't cross-class one of the ACG classes with either of its parent classes, and there's no question about that.

The "why" behind it really isn't a rules question. I'm certain that there are reasons for it, and a few of them have been provided in the thread - stacking class abilities shared between the two classes for greater effect, gaining "double dips" on items that increase your effective level for class abilities, etc. - but that really falls more under general discussion than a rules question.


1 person marked this as a favorite.
Suthainn wrote:
I think the problem they were thinking of is more along the lines of classes that give the same ability (or some similar enough to count) at 1st level, taking two single dips for a disproportionate buff. I.e.; Bloodrager 1, Barbarian 1 for significantly more Rage rounds than either a Bloodrager 2 or Barbarian 2.

At which point you've made a Barbarian with reduced/aborted rage Power progression and a Bloodrager with reduced/aborted Bloodline progression.

What's the problem again?

Suthainn wrote:
Or classes that give a few bonus feats at the start to stack a large number of extra feats, it tends to be the Advanced classes and their bases which can stack like this, and thus the prohibition.

So lessee what we can accomplish just with Core classes.

2 levels of Fighter. 2 levels of Monk. 2 levels of Ranger. Human.

6th level.

Standard Feats at 1/3/5, check. Bonus Feat from Human, check. Bonus Feats from level 1 and 2 of Fighter, check. Bonus Feats from level 1 and 2 of Monk, check. Bonus Feat from level 2 of Ranger, check.

Level 6, with 9 Feats. All possible via core options.

If a person wants a lot of Feats, they can get them regardless. The Advanced classes are not going to change this.

Grand Lodge

1 person marked this as a favorite.

I wish they had a Hybrid class with the Paladin as part of the combo.

I really don't even care what they mixed it with.

If it somehow allowed anything beyond LG(or CE), I would likely be ecstatic.

I really like many of the Paladin mechanics, but extremely limited in player concept options.

Dark Archive

blackbloodtroll wrote:

I wish they had a Hybrid class with the Paladin as part of the combo.

I really don't even care what they mixed it with.

If it somehow allowed anything beyond LG(or CE), I would likely be ecstatic.

I really like many of the Paladin mechanics, but extremely limited in player concept options.

Absolutely this.

The Warpriest is sorta, kinda a halfhearted version ish... but a proper Paladin/Hybrid style class without alignment restrictions (and balanced around that if you believe the code is part of the class balance) would be amazing.


Shimesen wrote:
Zhayne wrote:
I wonder why they didn't just patch their awful multiclassing ...
Because as i stated before they design behind pathfinder was to get away from cross classing as was done in 3.x. they don't want you to cross class in this game. To make people happy who WANT to, they made hybrid classes so you don't HAVE to cross class...

Yet in the same book they introduced a class that will be played as a 1 level splash as often as it is played. . .I really thought we learned that three-ish feats in one level was bad with 3.0 ranger, but I will gladly write Warpriest 1 down all day long with no intention of ever going to warpriest 2.


Which is my point there's plenty of ways to abuse classes but limiting these by forbidding the parent ones doesn't really seem to so much.

I made my best guess and thought rules was most appropriate as I wanted to know the reasoning behind a rule to get a better idea on whether its safe to ignore or should be extended to cover other classes. If I'm making houseguests I like to know the reasons before I start changing.

Liberty's Edge

HangarFlying wrote:
137ben wrote:
Xaratherus wrote:
137ben wrote:
Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.
Anyways, this isn't really a rules question...

Yay, I achieved 21st level because I was able to add on enough XP to do so! Wait - what abilities do I get? Shouldn't I get another level of spells now? Where are they?

Gee, maybe it would be helpful to continue reading down the exact same page:

CRB wrote:

Scaling Powers

Hit dice, base attack bonuses, and saving throws continue to increase at the same rate beyond 20th level, as appropriate for the class in question. Note that no character can have more than 4 attacks based on its base attack bonus. Note also that, before long, the difference between good saving throws and poor saving throws becomes awkwardly large—the further you get from 20th level, the more noticeable this difference grows, and for high-level characters, bolstering their poor saving throws should become increasingly important. Class abilities that have a set, increasing rate, such as a barbarian's damage reduction, a fighter's bonus feats and weapon training, a paladin's smite evil, or a rogue's sneak attack continue to progress at the appropriate rate.
Spells

A spellcaster's caster level continues to increase by one for each level beyond 20th level. Every odd-numbered level, a spellcaster gains access to a new level of spell

And this is relevant to this thread how?

It is relevant to 137ben posts saying that there are rules for character above 20th level.


I suspect the reason the classes in the ACG can't multi-class with their classes parent class is the same reason a pure fighter with an INT of 11 can't cast 1st level spells. And why not? 'Cause they can't. That's why.

I'm all for asking questions but asking for answers to the big "why" question will lead you down the path of madness. The question will not be answered, everything here is pure conjecture.

The fact that the question is asked indicates that the OP has an issue with the rule, and as such should strive to find/be a DM to change the rule. Play as you like.


Olav wrote:

I suspect the reason the classes in the ACG can't multi-class with their classes parent class is the same reason a pure fighter with an INT of 11 can't cast 1st level spells. And why not? 'Cause they can't. That's why.

I'm all for asking questions but asking for answers to the big "why" question will lead you down the path of madness. The question will not be answered, everything here is pure conjecture.

The fact that the question is asked indicates that the OP has an issue with the rule, and as such should strive to find/be a DM to change the rule. Play as you like.

Hey, maybe the OP gave his/her reason for asking later in the thread!

Liam Warner wrote:

Which is my point there's plenty of ways to abuse classes but limiting these by forbidding the parent ones doesn't really seem to so much.

I made my best guess and thought rules was most appropriate as I wanted to know the reasoning behind a rule to get a better idea on whether its safe to ignore or should be extended to cover other classes. If I'm making houseguests I like to know the reasons before I start changing.

Which I think is completely reasonable. Understanding why a rule is the way it is can be very helpful in the decision process for creating house rules.


Well, they said that they may change it in the final release (though don't take that as definitive). I remember SKR saying that they did it so that they would not have to worry about how the same class abilities would interact with the parent classes' abilities.

Liberty's Edge

1 person marked this as a favorite.

I think there is a very simple reason: stacking almost equal things.
Doing that require rules on how every combination of stacking work. Start to add archetypes that modify a bit the special abilities and you will have combinations where if you add x levels of one class to z level of another and, when checking how an ability work, read the result as x+z level in the first class you get a result, when reading it as z+x levels in the second class you get a different result.

Describing in the rules how each combination work and adding a chapter on how it work with each of the parent class would require a lot of work, would be cumbersome and probably will miss some combo and be made obsolete as soon as a new archetype is printed.

Not allowing to multiclass in the parent class reduce greatly the number of those combinations.


1 person marked this as a favorite.

When a major decision for a significant release is based on "Because it's easy" you're sliding down a very slippery slope as a developer.


Of course, it's beta. "Because we haven't made a call yet and don't want to deal with feedback involving known corner cases" has some validity.


Rynjin: dont agree at all. Making rules simple should be a very important part of any good game development.

That was part of the reason why they left 3.x crossclass skills. And very good.


by not allowing the stacking it avoids future rules conflicts or managing to double dip. an example is say a lvl20 wizard taking eldritch heritage to get a familiar then arguing for a lvl 38? familiar which the game has no rules for.

this then avoids unplanned stacking issues that create situatikns lije that that cannot be forseen.


1 person marked this as a favorite.
Ilja wrote:

Rynjin: dont agree at all. Making rules simple should be a very important part of any good game development.

That was part of the reason why they left 3.x crossclass skills. And very good.

Simple/intuitive and easy are not the same thing.

In this case, what they are doing is making interactions overly complex, and then slapping a band-aid on it (the easy solution) instead of simplifying or streamlining the mechanics to work better together.

Imagine if they'd done this with Core, banned multiclassing because it'd be too hard to close loopholes about ability synergy.

The game would have been much worse off, and it would have reflected poorly on their skills as designers that they did not make an attempt to allow their mechanics to work together properly.

Making things simple and still good is a very difficult thing.


Mojorat wrote:

by not allowing the stacking it avoids future rules conflicts or managing to double dip. an example is say a lvl20 wizard taking eldritch heritage to get a familiar then arguing for a lvl 38? familiar which the game has no rules for.

this then avoids unplanned stacking issues that create situatikns lije that that cannot be forseen.

level 38 Familiar?

i would count the Eldritch Heritage Separate from levels. a special Exception, the Wizard would have 1 level 20 familiar and 1 level 18 familiar, with one feat, both could be improved.

i would do the same with any feats that provide a character level based resource outside of traditional character level, such as cohorts, or animal companions gained by the sylvan bloodline, or an eidolon gained by a feat.

while real wizard and sorcerer levels would stack if they have a feature that applies. level based variables granted by feats would be tracked seperately.

the rule isn't clear, but that is how i would interpret it

the wizard or magus would have 2 familiars, one at level 18 by feat, and 1 at level 20 through class

however, a Ranger/Druid would stack their levels for animal companions normally, while a Rogue/Ninja would stack sneak attack dice normally. applying all appropriate variables

but then, that does nothing to stop Aasimaar Lunar Oracles with level 40 Celestial Pets. but then, they did, give up the equivalent to what could have been 20 extra spells known via an alternate racial trait and alternate favored class bonus granted by the trait, to gain a pet that is twice as deadly. it's a nastier tiger, with next to no skill points and it's only abilities are, it can pounce, and Now, it can soak hits and maybe, grapple.

The Exchange Owner - D20 Hobbies

Liam Warner wrote:
I can't be an arcanist 11/wizard 9 to get a familiar I can talk to at a significant loss in max level spells?

The classes are similar to the source classes and it would make for too much benefit to multi class between them (especially for martial class hybrids.)


Mojorat wrote:

by not allowing the stacking it avoids future rules conflicts or managing to double dip. an example is say a lvl20 wizard taking eldritch heritage to get a familiar then arguing for a lvl 38? familiar which the game has no rules for.

this then avoids unplanned stacking issues that create situatikns lije that that cannot be forseen.

Or they could avoid stacking the classes with three+ features at first level and making dipping the best thing to do with them?


1 person marked this as a favorite.

A big part of the reason is because this was just the playtest, and they wanted people to test these classes for balance and design, and not overcomplicate things by adding in a lot of multiclassing, concerns about how abilities worked/didn't work in synch with one another, how archetypes worked, etc.

When the actual book comes out later this year, presumably they will more explicitly address this issue.


I have a feeling that we may see feats and other class abilities that make this important. I also think that we may see more of these hybrids "count as" their parent class which could have unforeseen issues pop up.


Suthainn wrote:
blackbloodtroll wrote:

I wish they had a Hybrid class with the Paladin as part of the combo.

I really don't even care what they mixed it with.

If it somehow allowed anything beyond LG(or CE), I would likely be ecstatic.

I really like many of the Paladin mechanics, but extremely limited in player concept options.

Absolutely this.

The Warpriest is sorta, kinda a halfhearted version ish... but a proper Paladin/Hybrid style class without alignment restrictions (and balanced around that if you believe the code is part of the class balance) would be amazing.

I think the paladin already is a hybrid of the fighter and cleric base classes. Just poorly done. Actually, I just wish they had gotten rid of the paladin when they went to PF from 3.x edition. Why do only LG or CE gods have a dedicated warrior followers? I think the inquisitor fulfills the function that the paladin was always intended to fulfill.

Some of the mechanics are pretty powerful and some people really like them. But the restrictions and code cause nothing but table arguments. I have very nearly had to ban it at my table because nearly every session ground to a screeching halt while they argued over whether a paladin can/should/would do whatever without falling and losing his abilities. I have gotten to really hate having a paladin at the table.

"Are you really sure you want to play a paladin? You can't make the concept you want with out some combination of fighter/cleric/inquisitor? Ok, then you have to figure out what your god requires and how what you do fits those requirements. I won't overrule you unless you are completely out of line and I will give you a warning first. The rest of you just shut the hell up about it. It's his character and he decides what he will do with his character."

I had to get pretty nasty about it. It took over 6 hours of gaming time just to get past the intro scene where they learn what they are going to be doing on a particular mission. I had expected it to take about 30-45 minutes total. I was nearly at the point of "ROCKS FALL EVERYONE DIES!" when the group finally realized they had been 'playing' the campaign for a month and accomplished absolutely nothing except get their mission. It seems to happen almost every time someone plays a paladin.

I won't even go into the fiasco when 2 guys tried to bring in paladins of different gods for the same campaign. {shudder}

Scarab Sages

1 person marked this as a favorite.
Kydeem de'Morcaine wrote:

I think the paladin already is a hybrid of the fighter and cleric base classes. Just poorly done. Actually, I just wish they had gotten rid of the paladin when they went to PF from 3.x edition. Why do only LG or CE gods have a dedicated warrior followers? I think the inquisitor fulfills the function that the paladin was always intended to fulfill.

Umm, pretty darn sure that while a Paladin has to be LG, they only need to be within one alignment step of their god... so you could be a Lawful Good Paladin of Sarenrae, for instance. I have a Paladin of Sarenrae in my current campaign, and I must say, Paladin of the Goddess of Redemption plays a lot differently.

The problem isn't Paladins, it's players and GMs seeing them as nothing more than walking LG murderbots. In the hands of a good player, they bring a lot to the table.

That said, if this was my d20 heartbreaker rather than Pathfinder, I'd make Paladins or their equivalent a PRC.


Unseelie wrote:
Kydeem de'Morcaine wrote:

I think the paladin already is a hybrid of the fighter and cleric base classes. Just poorly done. Actually, I just wish they had gotten rid of the paladin when they went to PF from 3.x edition. Why do only LG or CE gods have a dedicated warrior followers? I think the inquisitor fulfills the function that the paladin was always intended to fulfill.

Umm, pretty darn sure that while a Paladin has to be LG, they only need to be within one alignment step of their god... so you could be a Lawful Good Paladin of Sarenrae, for instance. I have a Paladin of Sarenrae in my current campaign, and I must say, Paladin of the Goddess of Redemption plays a lot differently

Technically, they don't even need to be in one step of the alignment of their god, at least by RAW. While this is a reasonable restriction, they lack the restriction that Clerics or Inquisitors, or other deity-powered divine classes do. So technically, you could be running an LG Paladin of any god, just you'd get a lot of funny looks from your DM and other players, when you say you're playing an LG Paladin of Rovagug.


Albatoonoe wrote:
Well, they said that they may change it in the final release (though don't take that as definitive). I remember SKR saying that they did it so that they would not have to worry about how the same class abilities would interact with the parent classes' abilities.

I think it will be removed as hybrid classes already exist Paladin, is a hybrid class so is Ranger, all the classes in the advanced players and ultimate magic are also hybrid classes. if they don't remove it will go against core game design and mechanic.

Yeah he said that but I think that was reference for play testing only, they did not want deal with those questions when they where trying to just see how each class was working individually. It would have been to much. They had more then enough question with 10 classes and only little over a month to test them.

1 to 50 of 63 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Why the class limitation in the Advanced Class Guide? All Messageboards

Want to post a reply? Sign in.