Anyone here use advantages from the CKG? I do and I really like them. They give something cool to the PC's without going all "feats" on you.
So each class gets to add an advantage at different levels. For example, (this is not accurate -- I do not have the book in front of me now) the rogue may get one at 1st, 4th, 7th and 20th level. How do you handle multiclass PC's? Do you give them for each level gained as they gain those levels in which thy should get them? It means that they would have twice as many as PC's their level.
That seems right since they need twice as many experience points.
Advantages & Multi-Classing
- Snoring Rock
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Re: Advantages & Multi-Classing
I do this and for this reason... They level slower, so they should get all of the benefits of both classes (yes, this means that almost all of them get 2 to start...)Snoring Rock wrote:That seems right since they need twice as many experience points.
Re: Advantages & Multi-Classing
Glad to hear they are working for you. I don't use them, as they are feats to me (a rose by any other name...). However, should a PC ever wish to take an action which would replicate the benefit of an advantage, I would just have them make a SEIGE check.
Retcon: I do award all magic users the advantage which allows them the ability to blast a baddy with a magic spell dealing 1d2 + lvl in damage at will.
Retcon: I do award all magic users the advantage which allows them the ability to blast a baddy with a magic spell dealing 1d2 + lvl in damage at will.
Re: Advantages & Multi-Classing
Doesn't it say somewhere in that section of the CKG that a character gets a max of 6 advantages?
Ah, I see where I got that idea, but it isn't stated as being a recommended rule. At best it is implied.
Edit 2: Still, reading the introductory paragraphs, they do suggest, pretty strongly, that a CK decide at the start of their game just how fast Advantages are awarded to a "class", so by extension, it would be a good idea for a CK to make the same decision about any Multi Class, Class and a half, etc... they allow. So the hard and fast "rule" is that the CK is to decide.
I also find it funny how they warn against awarding such things like I do, because it may be "abused". I have yet to have any player earn any more than 2 such "awards" by level 10 in my games. I think one had earned 3 by the one 14th level game I ran. So their advantage system is actually more generous than my method of "earning" it has been. Oh well, I'll just mark it down as an example of forming an opinion by thinking about it, and without actually doing it.
Ah, I see where I got that idea, but it isn't stated as being a recommended rule. At best it is implied.
Edit 2: Still, reading the introductory paragraphs, they do suggest, pretty strongly, that a CK decide at the start of their game just how fast Advantages are awarded to a "class", so by extension, it would be a good idea for a CK to make the same decision about any Multi Class, Class and a half, etc... they allow. So the hard and fast "rule" is that the CK is to decide.
I also find it funny how they warn against awarding such things like I do, because it may be "abused". I have yet to have any player earn any more than 2 such "awards" by level 10 in my games. I think one had earned 3 by the one 14th level game I ran. So their advantage system is actually more generous than my method of "earning" it has been. Oh well, I'll just mark it down as an example of forming an opinion by thinking about it, and without actually doing it.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Snoring Rock
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Re: Advantages & Multi-Classing
I like the advantages because they are not game/rule breakers. So many feats allow PC's around rules, like eschew materials, silent casting, and others. Advantages do not go that far. It is a matter of taste I suppose. I am not sure how you use the siege engine to grant an advantage like the one that allows the wizard to cast a specific type of spell as +1 level of ability. Would you let them do the siege check at level change or at the point they are casting the spell?jdizzy001 wrote:Glad to hear they are working for you. I don't use them, as they are feats to me (a rose by any other name...). However, should a PC ever wish to take an action which would replicate the benefit of an advantage, I would just have them make a SEIGE check.
Retcon: I do award all magic users the advantage which allows them the ability to blast a baddy with a magic spell dealing 1d2 + lvl in damage at will.
If I opened it up to siege check that kind of thing, there would be a lot of checking in my games. I like to keep it very defined. I do however allow siege checks for heroic off the cuff things like swinging from a chandelier and jumping on to the back of the orc and swinging at two adjacent opponents. I do like giving things like advantages as well. I see how feats may look like advantages, but they are no where near that kind of powerful.
My two cents...
Re: Advantages & Multi-Classing
You're right, it is a matter of preferance. When I say I allow the pc's a seige check to perform advantage type tasks, I'm not referring to the numerical bonuses but advantages like cleave. I should have clarified, my bad. Anyways, I'm glad you find them useful.
- Snoring Rock
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Re: Advantages & Multi-Classing
I do the same for undefined type combat maneuvers. The example above, actually happening in a game. I set the CL high, but this guy was rolling hot and his barbarian did some really cool stuff. That is the magic behind the siege engine. Never had to slow down or crack a book.
Awesome!
Awesome!
