Multiclassing

WildStyle
Level 1
8 months ago

Just wondering whether multiclassing will be included in the game?

Tactical Myzzrym
Level 14
Tactical Adventures Dev
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8 months ago

No multiclassing planned for now

Korzald
Level 4
4 months ago

Can we get it planned? With only 4 classes and all the skills required to craft. It is feeling cumbersome to try and shoehorn all that in 4 characters. But multiclassing would fix that some. Alternatively, you could make group size choosable by the player. With XP being less for a part of more than 4 but greater for a party of lesser size. So overall XP would remain the same but change based on how many it was split with. Not sure what the technical issues are regarding either issue. 

sarge33rd
Level 11
4 months ago

multi*classin g would be HUGELY welcomed.


Instead of a party of 4; 1 Rgr, 1 Clc, 1 Rge and 1 Wzd...1 Rgr/Drd, 1 Ftr/Clc, 1 Ftr/Mage and 1 Thf/Mge.

Slower leveling yes, but vastly increased capabilities. Such a party, would not reach lvl 4, by the end of the current EA.

YuanRamirez
Level 5
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4 months ago

Slower leveling yes, but vastly increased capabilities. Such a party, would not reach lvl 4, by the end of the current EA.

That's not how multiclassing works in D&D 5e. Multiclassing would increase the difficulty to balance the game tremendously. Just check out some of the dnd 5e builds for characters. The moment you introduce multiclassing, which I agree adds a lot in regards to player choice, you can make some really busted shit. There's basically no reason for any character not to have 2 levels in fighter for action surge for example.

dl42
Level 2
4 months ago

I think it was the PAX Q&A they said they would not implement multiclass. They would rather add archetypes to cover those types of character variations.

trs31
Level 1
4 months ago

Slower leveling yes, but vastly increased capabilities. Such a party, would not reach lvl 4, by the end of the current EA.

That's not how multiclassing works in D&D 5e. Multiclassing would increase the difficulty to balance the game tremendously. Just check out some of the dnd 5e builds for characters. The moment you introduce multiclassing, which I agree adds a lot in regards to player choice, you can make some really busted shit. There's basically no reason for any character not to have 2 levels in fighter for action surge for example.

Except you'd then have to play said muli-classed fighter and you'd realize you are 2 levels behind, missing out on the next ability advance, feat or spell casting level! Sure if you learn to game multi-classing can be great but it doesn't make single class characters redundant by any means.

I know the developers have always said they prefer to add their own archetypes to cover multi-classing. That's a design choice that disappoints me. The choices available  from being able to mix classes is always going to be (mathematicaly) more than those the developers, no matter how inventive, can think up. The green mage for example isn't a learned priest who studies the arcane (but a cleric/wizard will fill that role nicely) nor is it an arcane archer (but a ranger/wizard could be) instead it's a sort of "meh" hybrid of those concepts.


4 months ago

I heard one of them talking about it in a live stream recently.  Since they only have SRD access, they need to make their own subclasses to fill out the classes..  Multi-classing requires a good amount of balancing to subclasses.  They choose to not allow multi-classing to simplify the subclass design.

trs31
Level 1
4 months ago (edited)

I heard one of them talking about it in a live stream recently.  Since they only have SRD access, they need to make their own subclasses to fill out the classes..  Multi-classing requires a good amount of balancing to subclasses.  They choose to not allow multi-classing to simplify the subclass design.

As far as I recall it is not legally possible to copyright a RPG class only its description i.e. you can't cut and paste the class description form the PHB but you can create something almost identical, e.g. the spellblade and Shadowcaster are just the Eldritch Knight and Arcane Trickster re-skinned for the game. Neither of these are in the SDR to my knowledge but they are in Solaster. This somewhat undermines the idea that the new sub-classes are something other than an aesthetic choice by the developers and the effort to balance them something that the developers are prepared to do to make the game their way. Nothing wrong with that, its their game after all, and so far a dam good one. I would still have preferred multi-classing to mountaineers,shadow tamers, dark-weavers and way too many cleric domains that's all, but that's just me.

4 months ago

There's virtue in simplicity.  If you want multiclassing shenanigans, PFK is out there and has them out the wazoo, and is a great implementation of D&D too (particularly in turn-based mode), though not as full (of what it's allowed) as this game.

I'd rather the devs keep a tight focus and keep things nice and balanced with what they've got (I think there are a few more classes coming, Sorc is in the pipeline I gather, and Barb too).

roc555
Level 3
4 months ago

I am a big fan of Multiclass and would really miss this feature.

I prefer a few basic classes that I can mix and match as I like, rather than dozens of predefined subclasses of which none of them is 100% what I want.

In a solo player game like Solasta balance can't be an argument against multiclass.
- Balance is mainly in the eye of the beholder anyway.
- For each class I mix in, I get the higher level features/ spells later. Multiclass is mainly a means to create your own unique character.
- Just the difference between "Character values via dices (values up to 20 possible)" or "Character values via point system (values up to 17 possible)" has a strong influence on the balance. Not to mention the possibility to choose the character values freely. Nevertheless (fortunately) these features exist.

Spiffykat404
Level 2
4 months ago

If the sub-classes fill the niche of the absurd combos we want, like an Arcane/Divine Caster in plate armor slinging fireballs (Oath: Motherland), there really is no issue. The true beauty of this game is how close the mechanics are to 5e. Now we're just playing in their sandbox of 'house' rules.

I love Oath of the Motherland btw, and I am not a Paladin Main.


FOR GONDOR!