Are there any game breaking consequences in this multiclass house rule?

Follow up to this question.

So, as stated in that question, I feel that it is quite weird that a 3rd level paladin + 2nd level Ranger is not equivalent to a 5th level Half-caster (such as a 5th level Paladin), but weaker (being equivalent to a 4th level Paladin).

With that in mind, I intend to use the following multiclassing house-rule for determining the spell slots:

  • Sum the levels of the half-casters first. So, in the example, 3 + 2 = 5.
  • Divide by two. (Divide by three for Arcane Fighter/Rogue – both after summing them together as well).
  • Round it to closest integers, rounding .5 up.

Obviously, this only applies to classes that actually have the spellcasting feature, i.e., the Paladin and Ranger should be at least 2nd level, and the Fighter or Rogue should be at least 3rd level.

Such an idea is not novel and already appears in the Artificer, which is explicitly described as having its half-caster levels being rounded up.

From my understanding, this house-rule will mirror the behavior of single class spellcasting of half-casters and third-casters more closely (not entirely – rounding up would mirror it perfectly). Is there any weird edge case that I am missing that would make this house-rule imbalanced in any way?

The only reason I round to nearest integer rather than directly rounding up is that a 4th level Arcane Fighter would contribute as much to the spellcasting as a 4th level half-caster. Although this is what happens in single class, my gut feeling was that this would make dipping 4 levels in a Fighter, for example, be considerably stronger than before, since specifically 4th level also includes an ASI.

Group with split likes in DnD game: role playing and combat

I’m running a game for 4 people, 1 of which has played DnD before. I have only ran a 1st session. This session lasted for about 5 or 6 hours, and it seems that it was a lot of fun for them. I will run the "Dragon of Icespire Peak" campaign, but haven’t even started the 1st town or quests.

At the end, one of the people told me that he basically enjoyed substantially more the role playing than the combat. Almost as if he disliked the combat (he is a half elf warlock drag queen with a very interesting back story). From his interaction with the group, it was clear that he loves role playing, he acts it all out, and it is great fun for everyone when this happens. But the others also like fighting.

So I’m wondering how you would go about making it fun for everyone in this way? What to do in this situation? I understand that the obvious answer is "Run a story driven campaign with a few combats here and there", but perhaps there is better solution?

How do I balance game interactions between a giant mecha that can level cities and its pilot?

I have had recurring trouble with a subject I like, and would like to implement into my games, but can’t find a good way to do so: mechas (big huge robots)

From a system point of view, it is usually quite easy: just a big suit of armor with specific weapons. The pilot has to be inside to be able to use it, and it is too big to use just anywhere. Most systems can allow it.

However, I can’t find a good game balance for it. The main problem is that the whole “normal person when outside the suit / super-destruction-machine when inside the suit” makes too much of a difference in-game. For example, any challenge when the pilot is outside the suit is a trifle when in the suit; while any challenge for the suit is impossible for the pilot. It ends up feeling like playing two games at the same time: the mechas’ game, and the pilots’ game.

I have tried reducing the difference between the pilot and suits (making the pilots stronger and/or the suits weaker), but then the suits have almost no use, and the players end up almost never using them.

I have tried mainly in BESM (since it is already implemented), D&D, and even tried to develop my own system (with Mecha/pilot classes and perks). I’m looking for a Gundam/Front Mission style, i.e. mechas are big and powerful, can potentially be destroyed by well-equipped and organized infantry, but are mainly in their own world (mecha vs mecha)

So the question is: how would you balance a game focused on mechas?

A player rolled very bad stats, how to make sure they still enjoy the game?


How to make sure that a player that rolled awful stats will still have an awesome time at the table? What possibilities are available for the DM? Would it feel cheap to find stat-boosting items? What can players do to make sure that player is still having fun?

The simple solution of re-rolling the stats is out of the question. The adventure has already begun and it would feel very unsatisfying if the original rolling carried no weight at all.


Starting a new adventure, we all decided to roll stats (highest 3 of 4d6) for our new characters. Most people rolled stats close to what one would get with point-buy, but one player had all stats in the range 8 to 11 and averaged below 10 (which is worse than a commoner).

The players are all quite new to the game and it is the debut for the GM. We all had some laughs on the horrible rolls and everyone is still having fun. The player has not complained yet, but my worry is that it will feel less fun in the long run.

The player picked druid, so they can wild-shape away the physical stats at level 2.

What advantages or disadvantages would best replicate a video game style inventory in an otherwise Modern setting?

What advantages or disadvantages would best replicate a video game style inventory in an otherwise Modern setting? I’m looking for guidance, as it seems to veer into the really expensive with cosmic advantages. Am I missing some lower key lower power possibilities?

The background is a modern setting with minor super powers which have a power level that do not exceed the level of influence on the world based on commonly available tech to a middle class family’s income base. Thus, things like guns & rifles (ranged attack powers), fireworks (explosive powers), hydraulic jacks (strength powers), man-portable tank of liquid nitrogen (freezing powers), and so forth are some examples of the limits on powers.

One of the proposed powers is an Inventory ability. Just that, nothing else. Store it, leave it, remove it. Thus, the analog tech would be a backpack or similar. Except that it is not visible or touchable by others.

System.NullReferenceException in every Game() parametters XNA

I’ve been experiencing a really Strange problem since recently, Every parameters of XNA Framework Game class seems to not be initialized before my extending Game1 () class. The Content manager and the Window that should not be null, but like after I’ve tried to add a dll pipeline (that makes my content pipeline crash by the way) everything started to go wrong like this problem. I’ve had this after trying to import a.fnt (did not work) and a localized Spritefont.

I do not plan to change the game engine, but I’ll appreciate any help of any kind.

Thanks for your time

here is my Game1 class (a small part of it)

public class Game1 : Game {   public static GraphicsDeviceManager graphics;   public static SpriteBatch spriteBatch;   public static ContentManager ContentManager;   public static SceneManager SceneManager { get; private set; }            public Game1()   {     ContentManager = Content;      graphics = new GraphicsDeviceManager(this);     ContentManager.RootDirectory = "Content";       // TODO: Add your initialization logic here     /*     GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height     GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width     */     Window.IsBorderless = true;     graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;     graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;     IsMouseVisible = true;    }      (...) //The code continues } 

and here is the errors:

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the Null pointer error on the Window variable occures when i declare a new Content manager

Situation calculus: how to find pre-conditions in 15-puzzle game?

I have been working on finding the preconditions for a situation calculus example for some time now. This example is called the game "15-puzzle" where you can find a discription here

The following fluents are given for this game:

at(x,y,z,s) // which means: there is a tile z at position x,y. free(x,y,s) // which means: position x,y is free. 

And now I have to find the preconditions for the following actions (movements):

move_up() move_down() move_left() move_right() 

I have tried really cumbersome solutions where I am sure that they are not correct. I would be very grateful if someone has the right approach for me!

Switch statement efficiency in game code

Recently, I was digging into VVVVVVV’s source code that was released on GitHub by Terry Cavanagh. I went into the Game.cpp file, and found that it contains an absolutely gigantic, 3000+ case long switch statement in what is seemingly a function that is called consistently, not just once.

This made me ponder about how efficient switch statements are, and I realized I don’t know much about their difference to normal if-else chains. Are switch statements normally used in this manner to implement state handling, and why doesn’t something like this lag the game like crazy? (I’m assuming a massive amount of comparisons are being made every time)

How can I save game “professionally”?

I am a novice programmer and just learned about the concept of saving and loading games. The way I am doing it is to write data into a text file and read it afterward. However, I realize how insecure this method is. What is going to stop someone to just open the text file and edit it? Furthermore, after going through game folders of popular games, I do not seem to find any text file dedicated to saving data at all. So there must be more advanced saving methods than simply writing and reading from a text file. What are they then and how can I do something similar to that? (I mainly use Java and C++)