rudy
2016-12-21, 05:52 PM
Hello All,
I'm considering running a game for two players, and wanted something a bit more sophisticated than just plain "gestalt". I won't pretend that I don't enjoy designing systems. The core idea is having three base classes that you increase by "spending" experience on each. Details below. Criticism is gratefully accepted.
~~~~~~~~~~~~~~~~
Starting Out
You have point buy with 30 points to spend.
Pick three classes. You have one level in all of them, with all the features of each, with the following notes/exceptions:
You gain proficiency in a total of three saving throws from among those granted by your three classes.
You must satisfy the ability requirements for all three classes, as in standard multiclassing rules.
Subtract one from the number of skills granted by each class (Example: A Rogue/Cleric/Wizard, would get three skills from the Rogue list, and one skill each from the cleric and wizard lists.)
Gain the hit points / hit dice from the class with the highest hit dice.
Leveling Up
As you gain experience, instead of leveling all classes at once, instead you spend it according to the experience by level chart below. When you gain your first 200 experience points, you pick one of your three classes to increase to level 2, gaining the 2nd level abilities/features of that class. When you gain another 200 experience, you can either pick a second class to increase level 2, or save that 200 experience toward the 300 you would need to increase the first to level 3.
Further Notes
Your total hit dice are equal to your highest class level. Which hit dice that you have, and thus your hit point total, are determined by starting with the class with the best hit dice, and then moving to lower hit dice classes.
For example, a Wizard 7 / Rogue 5 / Fighter 2 has 2d10 + 3d8 + 2d6 hit die, for a total of 7 hit dice. Their hit points would be 10 (for first level) + 6x1 + 3x5 + 2x4 + 7xCon bonus.
Your proficiency bonus is based on your highest class level, not the sum of your class levels.
You receive all ASIs by class level.
Spellcasting levels are not added together to determine spell slots as in the normal multiclassing rules. Instead, determine spellcasting slots from each class separately. For ease of book-keeping, these slots may be used interchangeably for the spells from different classes. So, for example, a Wizard 3 / Cleric 2 / Rogue 2 would have seven 1st level slots, and two 2nd level slots, which could be used to cast any of his prepared wizard / cleric spells.
Revamped EXP Chart
Level
EXP
Level
EXP
1
0
11
39k
2
200
12
50k
3
500
13
65k
4
1000
14
82k
5
2500
15
101k
6
4500
16
122k
7
7500
17
150k
8
12k
18
181k
9
20k
19
214k
10
29k
20
250k
I'm considering running a game for two players, and wanted something a bit more sophisticated than just plain "gestalt". I won't pretend that I don't enjoy designing systems. The core idea is having three base classes that you increase by "spending" experience on each. Details below. Criticism is gratefully accepted.
~~~~~~~~~~~~~~~~
Starting Out
You have point buy with 30 points to spend.
Pick three classes. You have one level in all of them, with all the features of each, with the following notes/exceptions:
You gain proficiency in a total of three saving throws from among those granted by your three classes.
You must satisfy the ability requirements for all three classes, as in standard multiclassing rules.
Subtract one from the number of skills granted by each class (Example: A Rogue/Cleric/Wizard, would get three skills from the Rogue list, and one skill each from the cleric and wizard lists.)
Gain the hit points / hit dice from the class with the highest hit dice.
Leveling Up
As you gain experience, instead of leveling all classes at once, instead you spend it according to the experience by level chart below. When you gain your first 200 experience points, you pick one of your three classes to increase to level 2, gaining the 2nd level abilities/features of that class. When you gain another 200 experience, you can either pick a second class to increase level 2, or save that 200 experience toward the 300 you would need to increase the first to level 3.
Further Notes
Your total hit dice are equal to your highest class level. Which hit dice that you have, and thus your hit point total, are determined by starting with the class with the best hit dice, and then moving to lower hit dice classes.
For example, a Wizard 7 / Rogue 5 / Fighter 2 has 2d10 + 3d8 + 2d6 hit die, for a total of 7 hit dice. Their hit points would be 10 (for first level) + 6x1 + 3x5 + 2x4 + 7xCon bonus.
Your proficiency bonus is based on your highest class level, not the sum of your class levels.
You receive all ASIs by class level.
Spellcasting levels are not added together to determine spell slots as in the normal multiclassing rules. Instead, determine spellcasting slots from each class separately. For ease of book-keeping, these slots may be used interchangeably for the spells from different classes. So, for example, a Wizard 3 / Cleric 2 / Rogue 2 would have seven 1st level slots, and two 2nd level slots, which could be used to cast any of his prepared wizard / cleric spells.
Revamped EXP Chart
Level
EXP
Level
EXP
1
0
11
39k
2
200
12
50k
3
500
13
65k
4
1000
14
82k
5
2500
15
101k
6
4500
16
122k
7
7500
17
150k
8
12k
18
181k
9
20k
19
214k
10
29k
20
250k