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> Why do you guys......?, ....and another cool idea from unearthed
Primal Paladin22
Posted: Mar 8 2004, 03:17 AM
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Hey why are the wilder/initiate multiclass rules broken?

Also I know what Rand is. In the new unearthed you find rules about gesalt classes. Basically you combine two classes and you get the best benefits of both. As you go up in levels, you gain all the abilities of each class.


Where can I find rules for the cool trained blademaster forms?


Peace
J


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drothgery
Posted: Mar 8 2004, 06:00 AM
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A strictly 'by the rules' initiate/wilder is substantially more powerful than either an initiate or a wilder of the same level, because she'll have all the bonuses of both classes. This means that she...
  • Gets bonus weaves from three stats
  • Gets 1st-level bonus weaves from two classes

The other things (having the initiate's Weavesight bonus and the Wilder's easier use of cross-talent weaves) aren't too bad, but those two items are the main reason why a by-the-book ini/wil is the choice for munchkins in d20 WoT.

I'd also suggest that UA-style gestalt classes are meant for very high-powered games. As such, they're not really approriate for WoT.


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NorthSaber
Posted: Mar 8 2004, 08:25 AM
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Since Nynaeve is considered a Wilder / Aes Sedai, I'm not sure if Wilder/Initiate multiclassing was in the original plans for the game.


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Axel
Posted: Mar 8 2004, 08:41 PM
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In my class system I added a little rule: When a Wilder multiclasses to Initiate they cease to gain levels as a Wilder, but continue to use the Source as a Wilder until their Initiate level equals their Wilder level. I think that kills any bonus from such a multiclass and fairly represents the difficulty of trying to relearn how to tap the Source. (course my system was for DnD so I used the terms Sorcerer, Mage, and magic...)


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alohahaha
Posted: Mar 9 2004, 06:08 PM
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Actually, the core book briefly talks about multiclassing as an initiate/wilder in the multiclass section, but only in reference to channeling classes. I don't think the developers really realized that there's a big difference between a wizard/sorcerer and an initiate/wilder, so that's probably why they didn't come up with the rules until Prophecies of the Dragon. I think that those rules for multiclassing initiate/wilder are far too powerful, so I wouldn't allow channelers to multiclass between the two in any of my games.


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MagusRogue
Posted: Mar 10 2004, 02:13 AM
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i've never allowed wilders and initiates to multiclass. the two are so fundamentally different that it should be impossible.


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Primal Paladin22
Posted: Mar 10 2004, 03:06 AM
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I was under the impression that a wilder who becomes an initiate has to use the initiate weaves per day chart so that maakes up for gaining bonuses from 3 stats. I did not think about the munchkins. I also am taking into acount the enormous lifestyle change a wilder would have to go through to bacoome an initiate, in game terms I would make that pretty harsh. I think that a wilder should be more powerful than your average initiate because the wilder class represents those who were born with the spark, they could not help but channel at some ponit in there lives.

I use the sme rules concerning the weaves per day table for taking initiate like prestige classes.


J

P.S. As for gestalt classes not fitting into WoT, I am speaking only of Rand and after all he is The Dragon freekin' Reborn.



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drothgery
Posted: Mar 10 2004, 05:41 AM
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The initiate weaves per day chart is better in the long run. Beyond 13th level, the wilder doesn't have access to higher-level weaves anymore, and the initiate gets more high-level weaves to play with.


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