MrStabby
2016-03-17, 06:49 AM
I am considering trying some new rules for higher level characters - some of my players are worried that certain spells and abilities get a bit silly and I would like to find a way round that. The following is where I am at, followed by some of my concerns...
1) A player can take a maximum of 14 levels in a single class
2) Whenever a player with a character level of 14 or over receives an ASI they may instead select a class or subclass ability from any class or subclass that occurs at a class level equal to or below their character level. They may not select an ability that has an implied prerequisite unless the already have that prerequisite (so no metamagic without font of magic, no third attack without a second attack, no improved smite without smite). No ability may be taken multiple times. If you take an ability from a class you must meet the prerequisites for multiclassing into that class. And abilities that reference number of levels in a class retain the reference to that class (i.e. you can pick up font of magic on your druid but it will still look at Sorc levels not druid levels).
This should enable more multiclassing without player worrying about missing on on their precious capstones, cut down some of the more egregiously powerful high level cheese (no 8th/9th level spells (although still the spell slots for them), wildshape capped at a slightly lower level). I hope that this will introduce some more interesting characters.
The downsides as I see it is that it really will reward research and planning more than character development sometimes. If there are abilities people want then lining up 3 classes that only need one more level to get an ASI as you cross the level 14 threshold may be a bit of an exploit, or using fighters extra ASIs in a similar way.
Another effect, which I like but others might not, is that it blurs class boundaries. Now there are no longer clear fighters, clear rangers and so on but more of a continuum of character concepts with a bunch of different abilities running through them.
Power levels might shift a bit; this can be accommodated but I am more concerned that it might narrow down viable options more than increasing them. Looking at say fighter abilities I can see some temptations: Take paladin to 11 then 4 levels of Sorcerer and pick up a third attack from the fighter list at level 15 is pretty strong (for example). Taking the Warcaster ability on a rogue is again very nice. Possibly 3 levels of battlemaster but later picking the ability to get superiority dice back on initiative roll (or better dice).
If I were to use these rules what are the most powerful characters I would see? I don't mind power builds as long as there are a lot of them and there is not a clearly best one. What is the most abusive character the Playground can come up with?
1) A player can take a maximum of 14 levels in a single class
2) Whenever a player with a character level of 14 or over receives an ASI they may instead select a class or subclass ability from any class or subclass that occurs at a class level equal to or below their character level. They may not select an ability that has an implied prerequisite unless the already have that prerequisite (so no metamagic without font of magic, no third attack without a second attack, no improved smite without smite). No ability may be taken multiple times. If you take an ability from a class you must meet the prerequisites for multiclassing into that class. And abilities that reference number of levels in a class retain the reference to that class (i.e. you can pick up font of magic on your druid but it will still look at Sorc levels not druid levels).
This should enable more multiclassing without player worrying about missing on on their precious capstones, cut down some of the more egregiously powerful high level cheese (no 8th/9th level spells (although still the spell slots for them), wildshape capped at a slightly lower level). I hope that this will introduce some more interesting characters.
The downsides as I see it is that it really will reward research and planning more than character development sometimes. If there are abilities people want then lining up 3 classes that only need one more level to get an ASI as you cross the level 14 threshold may be a bit of an exploit, or using fighters extra ASIs in a similar way.
Another effect, which I like but others might not, is that it blurs class boundaries. Now there are no longer clear fighters, clear rangers and so on but more of a continuum of character concepts with a bunch of different abilities running through them.
Power levels might shift a bit; this can be accommodated but I am more concerned that it might narrow down viable options more than increasing them. Looking at say fighter abilities I can see some temptations: Take paladin to 11 then 4 levels of Sorcerer and pick up a third attack from the fighter list at level 15 is pretty strong (for example). Taking the Warcaster ability on a rogue is again very nice. Possibly 3 levels of battlemaster but later picking the ability to get superiority dice back on initiative roll (or better dice).
If I were to use these rules what are the most powerful characters I would see? I don't mind power builds as long as there are a lot of them and there is not a clearly best one. What is the most abusive character the Playground can come up with?