Hamakto wrote:While I agree with you, it just leads to more player vs. DM type friction when you get something like this:
Player: "Remember six adventures ago, we did spent a month in the elvish woods. I want to do Y because I practiced hunting with the elves"
DM: "Umm... no. That was a long time ago. "
Player: "Hrumph" and is now annoyed.
I am all for free form RPing and imaginative play. But if there is no some sort of framework here to limit what a character knows/can do, you are going to have a bunch of rule abuses and the DM saying 'No' more than 'Yes'.
Yes is a good term for a DM.
That is the only good thing about a skill system. It does limit what a character can learn/know... and prevents them from being the proverbial jack-of-all-trades for skills and knowledge. Because the rules are definite on it. It also prevents them from being the BEST at everything. The downside is that 3e and 4e have a broken skill systems...
D&D itself has a broken skill system.. IMHO 4e's Skill System is the best among the worst.
IMHO the only way to do something like that (being proficient in bows after spending time with elves) needs another game system, like Chaosium's Basic.
smathis wrote:If the core classes are well-defined and not obfuscated behind complicated math, it should be a no-brainer to effectively "halve" one class and another and then join the two into a cohesive, "balanced" hybrid class. That's just my opinion, though.
I think that's a wiser approach than adding a complicated multi-class system. Because ultimately, what I think a player wants is a guy who can pick locks and cast a few spells. A merging of the archetypes. Not a true multi-class.
And I quote (damned Michael Cole
).
Maybe a solution could be implementing a sort of
Kit, like the one used in AD&D's
Complete Handbook series.. but obviously in a different way.
The standard AD&D Kit was something like "you gain this, you lose that, but you're always the same": if you were a Fighter you still is.. just slightly different.
That is a Fighter will never learn magic to become a Fighter/Wizard.
AD&D Kits slightly changed in
Player's Options: Skills & Powers, were you could stick the Assassin's Kit to pretty any class.
BTW, I think you could do something similar thinking about a
Kit's Concept that could give you
lesser benefits (call them secondary skills, as already done in the thread) than ones the related core class would give you.
If you want to multiclass, you can pay a fair
XP Penalty and add a new template without twisting your character advancement or sharing it between 2 separate classes.
First of all, thanks to Zocchi, you can change more easily your HD: a thief adding the wizard's kit will drop his future HD from d6 to d5 (inbetween value) to express the fact he won't focus anymore on a single field (thievery) but also on an additive field (wizardry).
Talking about benefits, as the thief levels up he retain his core benefits (BAB, THAC0, ST or other matrix values) adding something new (for the wizard's kit, a poor spell progression).
IMHO this way you could multiclass pretty easily without loosing your mind into matching different advancement schemes.