Yep, once a person starts just making stuff up and is clearly just there for the "engagement" it's time to put them on ignore and move on.Keep in mind there is an "Ignore" option in these forums... I would suggest using it.
Happy gaming all .
While I, too, fear the continuation of this thread...One thing that would make multiclassing very interesting is remove the 1/2 skill point restriction for off class skills.
Ooh, I would really like to be able to buy full skills for all classes. Even if I had to pay double price for the off-class skills like we do now. Just being able to buy them to full amounts would be wonderful.well 8 pages of why and no. lmao
One thing that would make multiclassing very interesting is remove the 1/2 skill point restriction for off class skills.
But, i cringe that any input would extend the life of this thread
Explain to me again Sir Bedevere how sheep bladder may be employed to prevent earthquakes?
I could go for that (except for class restricted skills). Allowing cross-class skills to be taken up to 23 (instead of 11.5(?)) while still costing the 2 points/lv would make a lot more sense than scaling everything based on character level.Ooh, I would really like to be able to buy full skills for all classes. Even if I had to pay double price for the off-class skills like we do now. Just being able to buy them to full amounts would be wonderful.
That’s something I’d enjoy enough that I don’t even care whether it would effect game balance.
This makes sense, though, I would argue that some 'class' based skills really shouldn't be. Not sure when things such as open lock or disable became a rogue only thing at least in D&D, is it like that in 5e now? I know with 3.5 they were trained only skills, meaning they had to have invested points to use, but I don't recall them specifically being class restricted like umd. But, I've always been against class locked skills, because anyone can spend five to thirty minutes to learn how to open a basic lock with tools instead of a hammer, or which wire to cut when it comes to a trap.I could go for that (except for class restricted skills). Allowing cross-class skills to be taken up to 23 (instead of 11.5(?)) while still costing the 2 points/lv would make a lot more sense than scaling everything based on character level.
A fighter with BAB 1 and no other bonus uses his cleave attack against a monster with AC 25 - attack misses unless he rolls a natural 20.
A wizard casts a spell with DC of 1 at an enemy with a save of +25. Monster will resist the spell unless it rolls a natural 1.
A fighter with BAB 1 and bonus adding up to 30 to hit using his cleave attack against a monster with AC 25 - attack hits unless he rolls a natural1.
A wizard casts a spell with DC of 1 at an enemy with a save of +25. Monster will resist the spell unless it rolls a natural 1. Demonstration done, your claim was false.
You seem to be conflating to-hit with BAB. That DC and BAB has the same effect in your cherry picked example does not mean they are equivalent.
To be fair, the comparison was between "BAB 1 and no other bonuses" and "DC of 1", not just "BAB 1" and "DC of 1".
As for the comparison itself, a BAB of 1 can absolutely be the total to-hit that a Fighter has at level 1, given certain circumstances: +0 Ability Modifier, no gear, no enhancements, and no feats.
With a +0 Ability Modifier, no gear, no enhancements, and no feats, the wizard would have a spell DC of 11 at level 1. This comes from the standard DC calculation: 10 + Spell Level + Ability Modifier.
If those level 1 Fighter and level 1 Wizard both went up against an enemy with 25 AC and +25 saves, there would absolutely need to be a natural 20 or natural 1 in order to land the attack or the spell, respectively.
As for the follow-up of the Fighter having a BAB 1 and to-hit bonuses adding up to 30, I may be missing some bonuses, but it's not easy to be getting an extra +29 (after the BAB). I'm coming up with Level 1 Drow Fighter, 1 BAB + Weapon Enhancement Bonus (+1) + 18 Strength (+4) + Heroic Completionist (+1) + Racial Completionist (+1) + Past Life: Fighter (+3) + Arcane Past Life: Enchant Weapon (+3) + Primal Past Life: Ancient Power (+6) + Iconic Past Life: Razorclaw Shifter (+3) + Kensei: Light Blades (+1) + Kensei: Action Boost Attack (+8) + Harper Agent Core 1 (+1) + Inquisitive Core 1 (+1) + Drow: Vermin Lore (+6) + Drow: Xen'drik Weapon Training (+3) + Drow: Ambidexterity (+1) - Two-Weapon Fighting Penalty (-4). There's about +40 with all of these things factored in, but it's also factoring in a lot of Past Life bonuses and Racial Enhancements, and even a second Universal Action Point Tome that is not in the live game at this time.
If we remove all the Past Lives and Universal Enhancements, we get Level 1 Half-Orc Fighter: 1 BAB + 20 Strength (+5) + Kensei Core 1 (+1) + Kensei: Action Boost Attack (+8) + Weapon Enhancement Bonus (+1) = +16. Still a ways to go for that +30 to-hit.
Similarly, if a Wizard actually had a DC of 1, that would require them to have a -10 to their DC, at least, and even more negatives if they had a positive Ability Modifier, and I cannot begin to fathom how that would happen. Even at a -4 Ability Modifier (the lowest it can be before the Wizard cannot even cast a spell in the first place, due to being helpless and unable to act because of a 0 Ability Score), that still leaves at least a -6 coming from elsewhere.
No. The claim was that BAB and DC are equivalent mechanics and "1 BAB vs 1 DC" was a cherry picked example where they happen to produce equivalent results. The poster was conflating BAB with to-hit.
The "+30 to-hit" in the counter example was a just a random number and can be replaced with basically any positive number and the point remains exactly the same.
I'm not saying BAB and Spell DCs are equivalent mechanics. In fact, "To-Hit" and "Spell Save DC" are much closer to equivalent mechanics, because both are more directly involved in "Add a d20 to X pre-computed value, compare to a target number". In To-Hit's case, it adds the d20 to itself and compares against the enemy's AC, and for a Spell Save DC, the DC is actually the target number being compared against the d20 added to the enemy's Save Bonus.
I was only trying to highlight the actual numbers used in both examples, and point out where some were possible, some were possible but not always feasible, and others simply didn't make sense to begin with.
BAB 1 being the entirety of someone's To-Hit Bonus is entirely within the realm of possibility, whereas DC 1 is involving some sort of mechanics I'm unaware of. Even using the base 11, using that against an enemy with +25 saves has the exact same effect as if the DC was only a total of 1, and compared to a To-Hit of 1 (comprised solely of BAB) against an enemy with 25 AC, it does actually produce the same result.
BAB 1 with a +29 bonus to reach +30 To-Hit is also entirely possible, but if we're then trying to compare that to someone's DC of 1 (or the base 11), then we're starting to compare characters who are distant enough from each other that the comparison is actually becoming sort of irrelevant.
As for my stance on the subject at hand, I believe that a level 3 Wizard should cast a spell at the same power level as any other level 3 Wizard who casts the same spell. If a level 20 Wizard were to cast Web, for example, it should absolutely be better/stronger than a level 3 Wizard's version of the spell, even if that level 3 Wizard had 17 levels of Fighter, for example. Regardless of being a 20th-level character, that character is still only a 3rd-level Wizard.
In regard to abilities that scale with Class Level, abilities that scale with Character Level, and other abilities that do not directly scale on their own with any levels, the fact that each of those abilities is different is part of what makes them all unique, and why trade-offs exist: so that a player must make a choice that has a significant lasting impact on their character's capabilities. If any one of those 3 types of abilities were removed and corresponding abilities were adjusted to fit into either or both of the other groups, then there would be less impact resulting from a player's choice, which I feel would diminish the fun of mechanical character-building.
I once made a post about 'shared' caster level system like how BAB works a bit in a shared concept. It seems people think it'd be too overpowered and unbalanced, but I failed to see the issue they saw.I get that in principle and you would be correct if everything was perfectly balanced as it is. My position is that spells for mutliclassed casters are so woefully underperforming that the trade-offs involved are less impacting and fun that they could be.
I suggested this long ago in the old forum, but I'd like to post this again.
Adds "Shared Caster Level" that can be shared between all classes.
caster types are classified as how 5e does
i.e.)
Full-casters: Wizard, Cleric, Druid... that has 9 level spells
Half-casters: 6 level spell casters (bard, artificer, etc... Maybe warlock should belong here)
Third-casters: Not-a-caster, but they can cast spells (paladin, ranger...)
Character
LevelFull-caster
SharedFull-caster
Class-onlyHalf-caster
SharedHalf-caster
Class-onlythird-caster
Sharedthird-caster
Class-only1 1 - 1 1 2 2 - 1 2 3 3 - 2 1 4 4 - 2 3 5 5 - 3 4 6 6 - 3 2 7 7 - 4 5 8 8 - 4 6 9 9 - 5 3 10 10 - 5 7 11 11 - 6 8 12 12 - 6 4 13 13 - 7 9 14 14 - 7 10 15 15 - 8 5 16 16 - 8 11 17 17 - 9 12 18 18 - 9 6 19 19 - 10 13 20 20 - 10 14
Examples:
- Cleric 18/Wizard 2:
They get 20 shared caster levels. They do not have class-only caster levels.
Cleric spells will be 20 CL
Wizard spells will be 20 CL
- Cleric 18/Bard 2:
They get 18+1 shared caster levels + 1 Bard-only caster level.
Bard spells will be 20 CL
Cleric spells will be 19 CL
- Wizard 1/Paladin 19:
They get 6+1 shared caster levels + 13 Paladin-only caster levels.
Wizard spells will be 7 CL
Paladin spells will be 20 CL
- 6 Druid/6 Artificer/8 Ranger:
They get 6+3+2 shared CLs + 3 Artificer-only CLs + 6 Ranger-only CLs.
Druid spells will be 11 CL
Artificer spells will be 14 CL
Ranger spells will be 17 CL
* original post:Well, let's say an example
Cleric will be capable of casting 8-level spells with 17 CL
- Cleric 16/Warlock 3/Bard 1:
They get 16+1+0 shared caster levels + 1 Bard-only caster level + 2 Warlock-only caster level.
Cleric spells will be 17 CL
Bard spells will be 18 CL
Warlock spells will be 19 CL
Bard will be capable of casting 1-level spells with 18 CL
Warlock will be capable of casting 1-level spells with 19 CL
okay... is it really worth? You can cast warlock spells so powerful more than your cleric spells, but it's still 1 level spell. Where's the unbalanced? I only see the multiclass utilization. Casters still want to have 20 pure classes because of the capstone and 9 level spells.
I once made a post about 'shared' caster level system like how BAB works a bit in a shared concept. It seems people think it'd be too overpowered and unbalanced, but I failed to see the issue they saw.
I am not sure the point of nothing should scale from class level, but I definitely agree some stuffs are too underperformed.
But if you only multiclass 2 paladin levels, you don´t miss out on lvl 9 spells, and get divine grace, which works quite well with a sorcerers charisma.For example, if you multiclass 3 paladin levels as a sorcerer, you completely miss out on all level 9 spells from the sorcerer class, and this is certainly a BIG trade-off.
But I'm talking about multiclassing into three levels of Paladin because it still makes sense. And even if you only take two levels of Paladin, it's a significant trade-off to have only one level 9 spell instead of three, not to mention one fewer level 8 spell.But if you only multiclass 2 paladin levels, you don´t miss out on lvl 9 spells, and get divine grace, which works quite well with a sorcerers charisma.
In the current game, that would mean you miss out on the tier 5 sorcerer core enhancement and in return get a +8 to all saves.
Now, if Divine Grace scaled with character levels instead of paladin levels, you would easily get +30 to all your saves.
I agree on the number inflation thing ... and after playing a paladin myself, it might actually be a bit overpowered, but the lvl 20 paladin doesn´t have the offensive spellcasting power of a lvl 18 Sorcerer at the same time.I also want to point out that your example regarding Divine Grace is at least questionable. If Divine Grace caped at 62 is considered overpowered on a sorcerer, why wouldn't it be overpowered on a pure Paladin if he gets up to 62 to all saves from that? (by the way another example of ridiculous number inflation in DDO)
And I absolutely agree on that as well, but who should be the judge of that ? Every ability, every feat, enhancement, spell would have to be re-evaluated. Overhauling all of that would be an absolute nightmare with the amount of abilities in game and most likely won´t be any more balanced as what we have right now.Furthermore, not every ability needs to scale with character level. Each ability can be evaluated individually.
No, I already gave several examples of why I think scaling spells by character level is a bad idea.By the way, I have the impression that you are trying to find a single weak point in my argumentation. If this is indeed the only weak point you've found, it seems like I'm quite right, especially when your counterargument against that weak point is even weaker.
And just like the other guy, here you state your opinion as fact.For me, the fact remains that there is no point in making the spells you actually have weaker than those of a pure sorcerer with the same character level!
I think the idea of adding the practiced spellcaster feat to increase caster level by 4 is a great idea.
Your definition is not the only one, and by extension apparently not the one most in this thread find 'correct'.this is not overpowered according to my definition