![]() The tiers are mostly a function of high level spells, I agree, but the thing that really seems to underlie it is options. That is what one of my friends did with one of his characters and it turned out pretty darn good. So you can be a Knight/healer and pretend you are a paladin, hekc you could even nab 2 paladin levels for divine grace. that class is so sad it makes me cry) one one side and a tier 3 on the other. If you want to go gestalt id only allow NPC classes ( i count the fighter as one becuase really. I would just stick to the tier 3 and under if you really want to have what youw ould considiner a non game breaking game, or just simply ban all 7th and above spells ( youd be suprised at how much that wekanes the big 4's power but not so much that they still aren't the most powerful just not entire universes apart as before) Gestalt works GREAT if you only have 2 or 3 players and each one takes a more 'passive' class on the other side. ( so if you have 4 gestalts you have to balance for 6 characters) Plus you have to get into a LOT more paperwork and such when you gesltalt, that is 90% of the reason why I dislike playing it msyelf,it is such a load fo work for both the players and the DM, who has to basically now make balanced encounters for what is the eqivalent of 1.5*# of players. ![]() With the Idea of gestalt the tiers get really jumbled together. And by that i mean somebody who is playing a higher poweered class to dilberately overshadow and overpower the other members of the group, its not a 'oh no we have a wizard everybody lese is uselss' kind of thing just a statement that if played to the maximum of the class abilities (mostly through poorly worded spells) will vastly be more powerful, versatile and effective than other classes. In my experiences JaronKs 'teir' system only comes into play if a player happens to be a jerk. Re: Experience with Gestalt Characters? [D This message was last updated by a moderator, as it was the wrong forum, at 07:14, Sat. I feel like I'm on to something here, but I'm having trouble nailing it down. I like the idea a lot, but there are some suspicious characters among the lot.īeguiler, for example, is already very Rogue/Illusionist and adding another class to it (Warmage?) might be a little much by comparison to a Duskblade / Swashbuckler. The intent is to allow them to create powerful characters that are versatile but not Wizard/Cleric/Druid powerful. I had planned on using JaronK's Tier List ( ) and limiting them to Tier 3 and below for both classes, maybe even only allowing a single class from Tier 3. I'd like to here from some people on their experience with Gestalt games. I've previously put the two together before and thought I had something going. One of the talks around the game table has always been Gestalt characters, as well as power levels between classes. I've been writing a campaign and wanted to try something my players might find interesting. Rogue works as a good filler for those levels you don't know what to do with, I guess.Experience with Gestalt Characters? I always like Invisible Blade for int-Fighters, even if the prereqs are rather harsh. Also allows you to get into your other class sooner (and "wastes" fewer class features in the Gestalt. Reduces your initiator level by 1, which is not necessarily a bad thing as it allows you to take better advantage of your stance progression. If you really want it, you should consider starting out as a Swashbuckler 2//Something (Factotum? Rogue?) 2, then start taking Warblade levels. Warblade already gives you the "other thing" Swashbuckler 3 offers int-rogues, that is, 3 levels of full BAB and a good fort save. Factotum 3 is another important break, but still, if you take Factotum, I say you should get 8 levels. ![]() Make sure you get Factotum 8, it gives you an extra standard action (you know, those actions you use to initiate most of your strikes !). If not, Warblade//Factotum, with or without Chameleon sounds great. ![]() If gishes are OK, you should consider Warblade//Psion.
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