sabs wrote:
That's horrible.. you know that right?
It means that a 10/10 Wizard/Fighter is significantly worse than a 10/10 fighter/wizard.
It's just.. gah. That's the worse idea for multiclassing I've ever heard.
You need to get your head out of the sand when stating things.
You can't use the least clear nomenclature method that you know of or can devise, and then declare that it's impossible to delineate what is going on. That's patent dishonesty, and you weren't trying to label things properly in the first place.
Characters would be listed by the
Challenge Ratings of the classes they picked up; and this would be inclusive of
other changes people have made to the Tome content over time, such as Scaling Spell DCs; so that 1st level spells still matter when you're level 16 (Kaelik's Errata I believe)
The first example would be Wizard 1-10/Fighter 11-20; and seeing as it's the Races of War fighter anyone is going to be using in a Tomes game it could be less of a problem.
Likewise a Fighter 1-10/Wizard 11-20 is 'better', but because it picked up the Fighter 7 power to "Craft Anything at a Higher Caster level"; and its spell options are slightly wider, but its total spell slots are lower.
The objective of this method would be to make "organic characters" not be so incredibly bad, as they already are. Wargamed characters are always a problem; I've proved that with a Rogue 1/Dungenomicon Monk 1/Bards Suck! Bard 1/Fighter X; and spending more than half of the characters Feats on
Purely Defensive feats.
However, that's not a "sometimes is a problem" situation. Wargamed characters are
always going to monkey-wrench expectations. Look at the Wish & the Word; they monkey-wrenched the expectations of their entered contest so badly, that they were
disqualified for basically making all other entries not worth making.
Getting back to how to solve multiclassing for Organic characters so that everyone else at the table doesn't cry.
If a class "keeps advancing" something that they got at earlier levels; they obviously have the "ability" to use that advanced method, but that might leave them with levels that have some abilities dead for a few levels; and admittedly, cherry-picking levels for "Barbarian X: Fast Healing 10" is going to be less good for the game; but it's probably better than starting what is supposedly a CR 10~ character with Fast Healing 1.
This method would either need two things: 1) To be thought of as a general guidelines, the way that the PrCs and Powerful Creatures sections in the Tomes are laid out or 2) A more generic dynamic for all character roles is created so that you seriously can have a person who wants to play the multi-classing goblin from Goblins; and it be remotely viable; because a Monk 1/Fighter 1/Rogue 1/Bard 1/Wizard 1/Sorcerer 1/Druid 1 could never be any good, ever.
Also, as someone said earlier; a Tomes DMG would eliminate an other book that an MC would have to carry; and be limited to needing just MM's and a Tome print-out.
My only regret now is not knowing about that Sajber's and Lokathor's pdfs sooner. I hope that they were made in the last four years, and not earlier, because that would have meant I was carrying a DMG for no reason.
Also, my Berzerker PrC in Sajber's document is sort of dumb in some of it's sections. Apparently being awesome at wearing armour doesn't remove the fatigue penalties normally associated with armour, so they might always be fatigued. Also, underlying armour should have a lower ACP than overlaying armour; not the other way around. I see that now.