If you had to write the next version:

Discussion in 'The Temple of Elemental Evil' started by Lava, Sep 25, 2011.

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  1. Lava

    Lava Established Member

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    So, if it was your job to write the next version of dungeons and dragons rules in preparation for the next turn-based combat simulator, how would you adjust the multi-classing rules, if at all? I'm specifically thinking about how to make as many class combinations as possible into something balanced and useful. I used to think the evenly-spread fighter-magic user (or the basic rules (remember those?) "elf" were gods among men. Multi-classing the spell-casters didn't feel that way to me anymore with 3rd edition, in fact, just the opposite. So... if you sort of agree or whatever, what would you change?
    I used to love the idea of an evenly-leveled cleric-wizard too, but the higher level spells are often desirable that it's hard to sacrifice them now for "versatility." I'd rather have a fireball than a cure light wounds and a magic missile. ;)
    My opinion is that in the old days, if you had two classes, you divided your experience in half, leaving you aprox. 1 level lower than everyone else, since with each level you need twice the experience of the previous. But these days, a 5/5 spellcaster is nothing like a 10 lvl caster.
     
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