Nemquae
2014-01-25, 03:37 PM
As a player I enjoy going against the grain, but as a game master I know why the wood grows that way. After several years of pushing the boundaries of roleplaying, optimization, and complexity, I feel like I can finally see the forest for the trees: options, and a player's ability to make the most of those options, are what fundamentally determine how a game takes on a life of its own.
Most players of D&D 3/3.5 and Pathfinder understand this intuitively, but it didn't occur to me how different, cross-cutting concerns within the system really come down to the scope and scale of what material is available. As Pathfinder grows larger and builds upon the wealth of 3.5 material out there, I feel like it's becoming more and more necessary to manage what options are available, intelligently. Most game masters I've encountered use an ad-hoc solution by banning options based on their personal judgement of fairness, etc., but I've never met one that tried to really leverage the balance consensus from the community at large.
What I'm about to propose isn't a system for beginners of D&D or Pathfinder, or even necessarily for players and game masters of intermediate skill. Instead, it's a way for a party of intermediate to advanced players to play very nearly any type of character they would like without raising too many balance concerns. It's a fairly complex modification of the character creation/levelling process, but ultimately it's far less complex than banning every problematic option, or homebrewing a new class for every character. The end result are characters which are more powerful and more varied than most, capable of engaging in far richer storylines without fudging or pulling any punches (on the part of the GM, especially).
How it Works
We assume that you're familiar with the Tier System for Classes (http://brilliantgameologists.com/boards/index.php?topic=5293) and that therefore, you know that your choice of class primarily determines the quality and quantity of options available to you. Controversial options, such as the Gestalt rules from Unearthed Arcana or the Leadership feat, can potentially double your total choices by effectively giving you access to the benefits of additional classes or characters. Given this, it's fair for most Game Masters to ban them, but it is also true that by doing so, they eliminate some fair and fun character builds (especially with respect to lower tier classes). The main innovation here, which I've seen referenced elsewhere but never so clearly stated, is:
The Gestalt rules and other "Option Multipliers" made a available to a character are in proportion to the highest tiered class that character possesses.
To apply this idea, we first choose our primary class, then what option multipliers will be available to us (if any) and what their limitations will be (if any). The thinking is that since lower tier classes have orders of magnitude fewer options available to them, allowing you to combine them helps to mitigate this discrepancy (even if it never fully overcomes it). I feel like this is preferable to forcing all players to select classes from 1 or 2 tiers, or to disallowing option multipliers for low tier classes which would be nearly unplayable without them.
Tiered Gestalt Basics
Acces to all 1st and 2nd Party materials for D&D 3/3.5 and Pathfinder (updated to Pathfinder rules).
Access to 3rd Party / Homebrew materials on a case-by-case basis (favoring fluff over crunch).
No infinite combos. Anything potentially infinite stops after the first step in the chain.
Gestalt rules from Unearthed Arcana, the Leadership feat, the Symbiotic template, and other options which effectively double (or more) a player's options are called Option Multipliers.
Option Multipliers are available depending on the highest tier class the character posses.
Classes between tiers get some leeway, either by intentionally limiting options or by progressing the class half-way or less.
Monstrous races and templates are allowed, but Level Adjustment (w/o LA buyoff) should be considered as a likely adjustment to the tier of your main class.
Dragon, Outsider, and Aberration racial hit dice are tier 5, all others are tier 6.
The following lists the option multipliers in more detail (I'll add to this list over time). Each multiplier has specific limitations which may or may not come into play, as will be explained later. Greater Option Multipliers give players access to new class features and in some cases more actions per round. Lesser Option Multipliers give players more of what they already have without giving them more actions.
Greater Option Multipliers
Gestalt rules from Unearthed Arcana (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm). The restrictions on dual-advancement prestige classes (either on the same side of your gestalt or one prestige class on both sides of your gestalt) count as the limitation for this option multiplier. Note that, for the purposes of this limitation, level-adjusted templates, template-classes, races, or racial progressions count as prestige classes.
Leadership Feat (http://www.d20pfsrd.com/feats/general-feats/leadership---final). Players with this option multiplier can choose to either have their selection of cohorts determined by the Game Master, or they can apply the limitation for gestalt rules above, treating the cohort like the other side of their gestalt. This may prevent otherwise willing cohorts from following them.
The Symbiotic Template from Savage Species. Players with this option can choose to either have their selection of hosts determined by the Game Master, or they can apply the limitation for gestalt rules above, treating the host like the other side of their gestalt. This may prevent symbiosis with an otherwise suitable host.
Fusion (http://www.d20srd.org/srd/psionic/powers/fusion.htm) and similar powers/effects. Since this option comes in much later and it can potentially be (ab)used with allies of equal or greater level/HD, the main limitation is that Fusion may only target a creature of lower level/HD than the manifester. If the effect is made permanent somehow (or it has permanent effects), then something similar to the above options also applies.
Lesser Option Multipliers
Double Wealth. The character receives inheritance or some other financial boon, automatically receiving (in total) their WBL each level they gain in addition to their conventional acquired wealth from adventuring. The limitation for this option multiplier is that they may not spend more than half of their wealth on any one purchase, and that at least one-third of their inherited/extra wealth must be applied toward a home/estate of some kind.
Double Feats. Each time the character receives a feat, he or she may choose to gain an additional feat of the same type and subject to the same limitations. For example, a fighter would receive bonus General Feats, as well as bonus Combat Feats based on his or her level. A character with this option multiplier and subject to a limitation does not double his or her first level feats, and may not use a feat to qualify for another feat's prerequisites if they were both gained on the same level. Never double feats gained from flaws.
Double Skill, Ability, and Hit Points. Each time the character receives a skill point, hit point, or gains an opportunity to raise an ability score (after initial character creation), he or she may choose to gain an additional point of the same type and subject to the same limitations. For example, a fighter might receive 4 skill points, 2d10 hit points, and a two +1 increases to an ability score based on his or her level. A character with this option multiplier and subject to a limitation does not double any skill points or hit points gained because of a high ability score, nor may he or she increase the same ability score on the same level.
The list below details which option multipliers are available given a character's highest tier class. It also notes when the limitations given above are applied, and if there are any additional limitations (usually no +2 tier prestige classes). When Greater Option Multipliers are potentially involved, we refer to other classes (for your cohort, host, etc.) by their tier.
Option Multipliers available by Highest Tier Class (choose A or B from given Tier)
A: Single-Classed (no Option Multipliers) as above.
B: One Lesser Option Multiplier with all limitations and no +2 tier prestige classes.
-
A: One Greater Option Multiplier with tier 2 class(es) with all limitations and no +2 tier prestige classes.
B: One Greater Option Multiplier with lower tier class(es) or one Lesser Option Multiplier, with all limitations.
-
A: One Greater Option Multiplier with tier 3 class(es) or one Lesser Option Multiplier, with no limitations.
B: Two Option Multipliers with one or two lower tier classes, with no +2 tier prestigue classes, choosing one limitation from your two option multipliers.
-
A: Two Option Multipliers with one tier 4 class and up to one lower tier class, with all limitations.
B: Two Option Multipliers with one or two lower tier classes, choosing one limitation from your two option multipliers.
-
A: Two Option Multipliers with one tier 5 class and up to one lower tier class, with no limitations.
B: Three Option Multipliers with up to two lower tier classes, choosing one limitation from your three option multipliers.
-
A: Three Option Multipliers with up to two tier 6 classes, with no limitations.
B: One Greater Option Multiplier with tier 6 class(es) and three Lesser Option Multipliers, choosing one limitation from your four option multipliers.
So the general idea is that you could choose to play a highly optimized Tier 1 class (but without access to leadership, fusion, or other Option Multipliers) and not completely out-shine your friend who chooses to play a highly optimized gestalt character with Tier 3 classes on either side. Got a crazy number of templates you'd like to stack on the same character? I'd probably consider most templates in the Tier 5 or 6 range (or to move a given class up one tier at most), so gestalt with a tier 3 class or even tristalt with some lower classes and go to town. People have suggested changes to the LA system before, but I feel like this is an easier solution.
Combinations of lower tier classes might never knock a character up a tier, but at least by eliminating Option Multipliers from higher tiers and giving them to lower tiers we can help to close the gap for more practical play. Any way you'd improve on this?
Most players of D&D 3/3.5 and Pathfinder understand this intuitively, but it didn't occur to me how different, cross-cutting concerns within the system really come down to the scope and scale of what material is available. As Pathfinder grows larger and builds upon the wealth of 3.5 material out there, I feel like it's becoming more and more necessary to manage what options are available, intelligently. Most game masters I've encountered use an ad-hoc solution by banning options based on their personal judgement of fairness, etc., but I've never met one that tried to really leverage the balance consensus from the community at large.
What I'm about to propose isn't a system for beginners of D&D or Pathfinder, or even necessarily for players and game masters of intermediate skill. Instead, it's a way for a party of intermediate to advanced players to play very nearly any type of character they would like without raising too many balance concerns. It's a fairly complex modification of the character creation/levelling process, but ultimately it's far less complex than banning every problematic option, or homebrewing a new class for every character. The end result are characters which are more powerful and more varied than most, capable of engaging in far richer storylines without fudging or pulling any punches (on the part of the GM, especially).
How it Works
We assume that you're familiar with the Tier System for Classes (http://brilliantgameologists.com/boards/index.php?topic=5293) and that therefore, you know that your choice of class primarily determines the quality and quantity of options available to you. Controversial options, such as the Gestalt rules from Unearthed Arcana or the Leadership feat, can potentially double your total choices by effectively giving you access to the benefits of additional classes or characters. Given this, it's fair for most Game Masters to ban them, but it is also true that by doing so, they eliminate some fair and fun character builds (especially with respect to lower tier classes). The main innovation here, which I've seen referenced elsewhere but never so clearly stated, is:
The Gestalt rules and other "Option Multipliers" made a available to a character are in proportion to the highest tiered class that character possesses.
To apply this idea, we first choose our primary class, then what option multipliers will be available to us (if any) and what their limitations will be (if any). The thinking is that since lower tier classes have orders of magnitude fewer options available to them, allowing you to combine them helps to mitigate this discrepancy (even if it never fully overcomes it). I feel like this is preferable to forcing all players to select classes from 1 or 2 tiers, or to disallowing option multipliers for low tier classes which would be nearly unplayable without them.
Tiered Gestalt Basics
Acces to all 1st and 2nd Party materials for D&D 3/3.5 and Pathfinder (updated to Pathfinder rules).
Access to 3rd Party / Homebrew materials on a case-by-case basis (favoring fluff over crunch).
No infinite combos. Anything potentially infinite stops after the first step in the chain.
Gestalt rules from Unearthed Arcana, the Leadership feat, the Symbiotic template, and other options which effectively double (or more) a player's options are called Option Multipliers.
Option Multipliers are available depending on the highest tier class the character posses.
Classes between tiers get some leeway, either by intentionally limiting options or by progressing the class half-way or less.
Monstrous races and templates are allowed, but Level Adjustment (w/o LA buyoff) should be considered as a likely adjustment to the tier of your main class.
Dragon, Outsider, and Aberration racial hit dice are tier 5, all others are tier 6.
The following lists the option multipliers in more detail (I'll add to this list over time). Each multiplier has specific limitations which may or may not come into play, as will be explained later. Greater Option Multipliers give players access to new class features and in some cases more actions per round. Lesser Option Multipliers give players more of what they already have without giving them more actions.
Greater Option Multipliers
Gestalt rules from Unearthed Arcana (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm). The restrictions on dual-advancement prestige classes (either on the same side of your gestalt or one prestige class on both sides of your gestalt) count as the limitation for this option multiplier. Note that, for the purposes of this limitation, level-adjusted templates, template-classes, races, or racial progressions count as prestige classes.
Leadership Feat (http://www.d20pfsrd.com/feats/general-feats/leadership---final). Players with this option multiplier can choose to either have their selection of cohorts determined by the Game Master, or they can apply the limitation for gestalt rules above, treating the cohort like the other side of their gestalt. This may prevent otherwise willing cohorts from following them.
The Symbiotic Template from Savage Species. Players with this option can choose to either have their selection of hosts determined by the Game Master, or they can apply the limitation for gestalt rules above, treating the host like the other side of their gestalt. This may prevent symbiosis with an otherwise suitable host.
Fusion (http://www.d20srd.org/srd/psionic/powers/fusion.htm) and similar powers/effects. Since this option comes in much later and it can potentially be (ab)used with allies of equal or greater level/HD, the main limitation is that Fusion may only target a creature of lower level/HD than the manifester. If the effect is made permanent somehow (or it has permanent effects), then something similar to the above options also applies.
Lesser Option Multipliers
Double Wealth. The character receives inheritance or some other financial boon, automatically receiving (in total) their WBL each level they gain in addition to their conventional acquired wealth from adventuring. The limitation for this option multiplier is that they may not spend more than half of their wealth on any one purchase, and that at least one-third of their inherited/extra wealth must be applied toward a home/estate of some kind.
Double Feats. Each time the character receives a feat, he or she may choose to gain an additional feat of the same type and subject to the same limitations. For example, a fighter would receive bonus General Feats, as well as bonus Combat Feats based on his or her level. A character with this option multiplier and subject to a limitation does not double his or her first level feats, and may not use a feat to qualify for another feat's prerequisites if they were both gained on the same level. Never double feats gained from flaws.
Double Skill, Ability, and Hit Points. Each time the character receives a skill point, hit point, or gains an opportunity to raise an ability score (after initial character creation), he or she may choose to gain an additional point of the same type and subject to the same limitations. For example, a fighter might receive 4 skill points, 2d10 hit points, and a two +1 increases to an ability score based on his or her level. A character with this option multiplier and subject to a limitation does not double any skill points or hit points gained because of a high ability score, nor may he or she increase the same ability score on the same level.
The list below details which option multipliers are available given a character's highest tier class. It also notes when the limitations given above are applied, and if there are any additional limitations (usually no +2 tier prestige classes). When Greater Option Multipliers are potentially involved, we refer to other classes (for your cohort, host, etc.) by their tier.
Option Multipliers available by Highest Tier Class (choose A or B from given Tier)
A: Single-Classed (no Option Multipliers) as above.
B: One Lesser Option Multiplier with all limitations and no +2 tier prestige classes.
-
A: One Greater Option Multiplier with tier 2 class(es) with all limitations and no +2 tier prestige classes.
B: One Greater Option Multiplier with lower tier class(es) or one Lesser Option Multiplier, with all limitations.
-
A: One Greater Option Multiplier with tier 3 class(es) or one Lesser Option Multiplier, with no limitations.
B: Two Option Multipliers with one or two lower tier classes, with no +2 tier prestigue classes, choosing one limitation from your two option multipliers.
-
A: Two Option Multipliers with one tier 4 class and up to one lower tier class, with all limitations.
B: Two Option Multipliers with one or two lower tier classes, choosing one limitation from your two option multipliers.
-
A: Two Option Multipliers with one tier 5 class and up to one lower tier class, with no limitations.
B: Three Option Multipliers with up to two lower tier classes, choosing one limitation from your three option multipliers.
-
A: Three Option Multipliers with up to two tier 6 classes, with no limitations.
B: One Greater Option Multiplier with tier 6 class(es) and three Lesser Option Multipliers, choosing one limitation from your four option multipliers.
So the general idea is that you could choose to play a highly optimized Tier 1 class (but without access to leadership, fusion, or other Option Multipliers) and not completely out-shine your friend who chooses to play a highly optimized gestalt character with Tier 3 classes on either side. Got a crazy number of templates you'd like to stack on the same character? I'd probably consider most templates in the Tier 5 or 6 range (or to move a given class up one tier at most), so gestalt with a tier 3 class or even tristalt with some lower classes and go to town. People have suggested changes to the LA system before, but I feel like this is an easier solution.
Combinations of lower tier classes might never knock a character up a tier, but at least by eliminating Option Multipliers from higher tiers and giving them to lower tiers we can help to close the gap for more practical play. Any way you'd improve on this?