VirginiaCreeper
Well-known member
If I was allowed to create a simple solution:Seems to me there is a dichotomy here that means whilst we can readily frame the problem, it's much harder to address that with any sort of simplistic solution...
The best thing about the game for many is the toon building flexibility. And that is great, complex, creative, and rewarding.
But that very flexibility adds to the overarching problem of much of the stuff that make classes distinct and useful as their primary preserve, are sacrificed on the altar of "soloability".
There is the added problem of some of this stuff not depending upon class distinctiveness at all. Universal trees.
It's a tricky proposition to enhance distinctiveness without unduly impacting the build flexibility. I think there is merit in looking at capstones to provide an interesting choice, as for the majority multi classing is a no brainer, and that's not an interesting choice. That doesn't mean though that any revisions should mean that pures become the no brainer option. Like I say it's a tricky proposition to get right.
What I would say is that I think universal trees are way too powerful - again no brainers for Inq, VKF, HW etc., to the point where the actual class becomes secondary and that's the wrong way round, so that's where I'd start addressing this issue with a big nerf bat. Let the dust settle, then look at tweaking UP capstones.
After all multi classing was a good thing before they came on the scene.
I would revamp the rank system that gives you action points to spend on enhancements. I wouldn't tie rank to level. I'd have a totally different set of experience points for rank and create a straightforward enhancement leveling system:
Multi-Class
- Any character could fill the enhancement tree they use if they multi-class, but they wouldn't be able to get the full benefits until level 32 (or higher if they raise the ceiling on the max level). Same for racial enhancements.
- Multi-class characters would get more skill-points assigned per level (adjusted for class and race), but skills have to be spread out more so you are more limited per skill in how many points you can put in: Thus: you can only put 1 or 2 points or less in any skill related to your classes per level, but no more, making for a character with lots of skills but who is less effective in using them.
- Multi-class characters would get to choose enhancements from the trees of any class they hold, but if they choose to go outside their main enhancement tree, they cannot get the full benefits or to the top tier of that tree.
- % of Treasure drops being useful to your character classes specifically are divided by how many classes you have. Thus if a normal drop % is 20 percent, a 3 class character has a 6.7 % chance of something useful (armor, weapons, augments, etc.).
- No limits on hirelings. In fact the more diverse the hirelings used, there may be a small benefit to skill points as the multi-class character learns more from being around them.
- Get their full enhancement tree at level 20 or earlier
- Would have enough action points to fill all racial abilities by level 20 as well.
- Would get less skill-points per level relative to a multi-class (adjusted for class and race) up to level 20, but would have no limits on how many skill points they can put into any skill per level.
- Get extra feats related to class and race per level relative to multi-class characters.
- No penalty on treasure drops that benefit the character.
- No hirelings until character reaches level 10. Hirelings must be 10 levels or lower than the level of the player character. OR using hirelings limits skill acquisition because during adventures they are doing work and using skills that would otherwise help the player character learn more skills more quickly.
I'm sure a lot more time and thought could go into this, it's just a suggestion, but it would level the playing field a fair bit and would create a situation where single-class characters would be more desirable at first, but would require other single-class characters with other skill-sets to get through adventures.
EDIT:
(The Multi-Tool)
I think, like in some Ed's of AD&D, it would be useful to choose to be multi-class or not when you start creating your character. And that only some races are allowed to multi-class (Humans, Half-Elves and any other Half-Race). And then, as an example, if you decided to be a Half-Elf Arcane Archer/Rogue and chose AA as your primary class, you'd get a total of 119 action points to spend - 52 Half-Elf, 67 Arcane Archer. If the level cap is 32, you'd get 3.5 action points to spend per level, 10.5 to spend at level 1 to make the math work. Or you could spread the extra 7 points over the last 7 levels so instead of 3.5 you get 4.5 per for each of those last 7 levels leading up to 32.
You could also spend those action points on any enhancement tree associated with your Classes, but that would prevent your getting to the top tiers in any tree. If you choose two classes you can only ever put half your action-points per level into your non-primary tree. If you are three classes you can only ever put one third of your action points into any non-primary tree. And so on.
(The Sniper)
Single class characters would get the same number of action points if they were a single-class Half-Elf Arcane Archer - 119 - but they would get to spend 6 per level so both their Half-Elf Racial Tree and AA Class Tree would be filled by level 20. And again, they would be much more skilled characters and have more powerful spells, attacks, checks etc. but they might not have the variety of spells a multi would have (depending on how they build) and they wouldn't have the variety of skills etc.
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