Three-Tier System
From Myth-Wiki
Contents |
Work in Progress
Ideas of where to go
How many branches should each class have?
-Minimum 2, at most, 4
Main Bits
What is this?
The Three-Tier System, also known as T3, is a slightly different version for characters to develop for Dungeons and Dragons version 3.5. As the name suggests, there are three tiers of play:
Tier 1 - Basic Classes
Tier 2 - Advanced Classes
Tier 3 - Master Classes
Each tier has 10 levels, but the player need not complete all ten to move to the next tier; most classes of the next tier can be taken with 5 levels of a previous class. Some take less levels, and others more. It is all too possible to attain the final level of a tier 3 class by 20th level. In this way, the first tier is like the base classes in D&D 3.5, and following classes like Prestige classes.
As players advance tiers, they gain abilities, specializing further and further as they go up the tiers. Players are still free to multiclass in any class which they qualify for, so making it to tier 2 does not prevent you from dipping into tier 1 for another class.
Description of the Tiers
Tier 1
Tier 1. The basic D&D classes with some new ones added in. The barbarian, the fighter, the monk. The cleric, the druid, the paladin. The bard, the ranger, the rogue. The sorcerer, the wizard. Although these are reduced to 10 levels, and given slightly different names, few mechanics are changed, and those that have been retain some semblance to their former selves.
This is the launchpad for all adventures. From here, the general class, the players begin to branch out, finding their own destinies for their characters, but still fragile, still comparable to any other of their tier.
Tier 2
At this point, the characters will start to lose semblance to others of their tier 1 class. Two characters may both have started as rogues, but one may have chosen the path of extortion and thuggishness, while the other proceeded to make his living with slyness and cunning. From here, the characters will become more powerful, gaining new abilities while still progressing in their past classes, building up upon past powers. Arcanists will continue their studies of magic, while pursuing specific paths to meet their individual goals. Fighters will begin the path of perfecting their fighting art, making it their own. From here, the characters begin to come out from the many as unique people, but still are mixed in with the crowds of heroes.
Tier 3
Heroes make their destinies here. Their long-lasting stories, setting their names in stone. Here, the fighters perfect their art, their fighting style, while those pursuing the divine paths may achieve enlightenment, if that was their choice. The sly will fine-tune their arts, to become names whispered over a beer, knowing that these names can bring great change, or great destruction with but a few words. Those following the path of the arcane unleash their true potential, amassing great power over their subject of study, finding powers not even dreamt of by dozy scholars. This is where dreams are achieved.
Alterations From 3.5e
- No multiclassing penalties
- Different classes, of course
- The skills of each class transfer over to all other classes. So taking a level of Fighter after taking a Sneak still allows you to put ranks in Search as a non-cross-class ability.
- Weapon and armor proficiencies carry over from class to class.
