Fynzmirs
2022-01-10, 06:46 PM
No, this is not a thread in which I ask if I can multiclass two archetypes of the same class.
Aight, back to the topic.
During my times playing 3.5 I have stumbled upon a rather niche system based on 3rd edition SRD and set in the world of Conan. It had several interesting mechanical solutions (scaling alternative to AC, a surprisingly useful Noble class, a completely unique magic system focused on the narrative effects with battle magic being comparatively weaker). Among those mechanical solutions there was something akin to "multiclass archetypes". Before I explain how they work I should probably explain why you, Dear Reader, should care.
The what now?
I'll try to be brief but if you wish to learn my purpose behind the following anecdote already, it is to make a suggestion on how the clunky and optional multiclassing system of 5e can be improved.
Sidenote: I have no idea if authors of that Conan sub-system created that idea of if it was from a different game altogether
See, the aforementioned Conan system got created during the optimization craze of the 3rd edition. There used to be a lot of dips, prestige classes and weird optional rules. However, the writers of that particular subsystem for some reason didn't want to introduce prestige classes at the beginning (maybe they didn't like the concept, maybe they didn't have any good ideas for them; they did eventually introduce some prestige classes but they were rare and difficult to obtain). As an alternative for all those people craving for mixing and matching, they have encouraged multiclassing the base classes by a system of special multiclassing archetypes.
Basically, for every pair of base classes they've invented a name and a bit of rather vague fluff. Obviously, creating a specific prestige class for every combination would take ages. So instead of inventing new progressions, for every pair of base classes they have created a few (2-4) special abilities that you would get for free. Those abilities weren't designed to push the combination in some weird direction, but rather to build on top of different class mechanics and provide a way of making them more synergistic. Each of those abilities would require either a certain level in both of the mentioned classes or a pair of abilities from the two different classes (to speak in 5e terms, a cleric/rogue ability could require Channel Divinity and Evasion for some unfathomable purpose). Some of them provided slight buffs for weaker combinations and some even changed the base class features. Additionally, all of them were optional and could be taken separately or all at once (and I think I recall at least some being mutually exclusive). And yes, you could multiclass more than two different classes and choose from among any abilities for which you met prerequisites.
So how does it connect to 5e?
Seing how 5e is trying to avoid introducing prestige classes (and with 5e ruleset I think that's a good decision) and seeing how they are not afraid to print optional features for single classes, I think those "multiclass archetypes" could be a way of fixing the issues that current multiclass builds face. As a cherry on top, due to specific abilities having specific requirements, they wouldn't improve the already common power dips but rather make some weirder multiclass splits more viable (wizard 5/cleric 5 anyone?). Some obvious examples of multiclass archetypes that don't work well currently are Rage Mages (barbarian/wizards), Mystic Theurges (wizard/clerics), Ninjas (monk/rogues), Green Knights (paladin/druids) and druid/warlocks (witches?).
And why exactly are you posting this?
I would like to know your opinions. What do you think about this idea? Could a similiar system work in 5e? Before the printing of optional features in Tasha I would say that it would bring too much complexity to 5e, but as WotC has already made a precedence for optional features, could it be possible to follow up on it while keeping the spirit of streamlining? It would obviously make those weird level splits more powerful but as long as they would still be weaker than straight base classes, I don't think that would be an issue.
Aight, back to the topic.
During my times playing 3.5 I have stumbled upon a rather niche system based on 3rd edition SRD and set in the world of Conan. It had several interesting mechanical solutions (scaling alternative to AC, a surprisingly useful Noble class, a completely unique magic system focused on the narrative effects with battle magic being comparatively weaker). Among those mechanical solutions there was something akin to "multiclass archetypes". Before I explain how they work I should probably explain why you, Dear Reader, should care.
The what now?
I'll try to be brief but if you wish to learn my purpose behind the following anecdote already, it is to make a suggestion on how the clunky and optional multiclassing system of 5e can be improved.
Sidenote: I have no idea if authors of that Conan sub-system created that idea of if it was from a different game altogether
See, the aforementioned Conan system got created during the optimization craze of the 3rd edition. There used to be a lot of dips, prestige classes and weird optional rules. However, the writers of that particular subsystem for some reason didn't want to introduce prestige classes at the beginning (maybe they didn't like the concept, maybe they didn't have any good ideas for them; they did eventually introduce some prestige classes but they were rare and difficult to obtain). As an alternative for all those people craving for mixing and matching, they have encouraged multiclassing the base classes by a system of special multiclassing archetypes.
Basically, for every pair of base classes they've invented a name and a bit of rather vague fluff. Obviously, creating a specific prestige class for every combination would take ages. So instead of inventing new progressions, for every pair of base classes they have created a few (2-4) special abilities that you would get for free. Those abilities weren't designed to push the combination in some weird direction, but rather to build on top of different class mechanics and provide a way of making them more synergistic. Each of those abilities would require either a certain level in both of the mentioned classes or a pair of abilities from the two different classes (to speak in 5e terms, a cleric/rogue ability could require Channel Divinity and Evasion for some unfathomable purpose). Some of them provided slight buffs for weaker combinations and some even changed the base class features. Additionally, all of them were optional and could be taken separately or all at once (and I think I recall at least some being mutually exclusive). And yes, you could multiclass more than two different classes and choose from among any abilities for which you met prerequisites.
So how does it connect to 5e?
Seing how 5e is trying to avoid introducing prestige classes (and with 5e ruleset I think that's a good decision) and seeing how they are not afraid to print optional features for single classes, I think those "multiclass archetypes" could be a way of fixing the issues that current multiclass builds face. As a cherry on top, due to specific abilities having specific requirements, they wouldn't improve the already common power dips but rather make some weirder multiclass splits more viable (wizard 5/cleric 5 anyone?). Some obvious examples of multiclass archetypes that don't work well currently are Rage Mages (barbarian/wizards), Mystic Theurges (wizard/clerics), Ninjas (monk/rogues), Green Knights (paladin/druids) and druid/warlocks (witches?).
And why exactly are you posting this?
I would like to know your opinions. What do you think about this idea? Could a similiar system work in 5e? Before the printing of optional features in Tasha I would say that it would bring too much complexity to 5e, but as WotC has already made a precedence for optional features, could it be possible to follow up on it while keeping the spirit of streamlining? It would obviously make those weird level splits more powerful but as long as they would still be weaker than straight base classes, I don't think that would be an issue.