I play in a 5th campaign that uses a homebrew gestalt system in which you can buy extra class tracks for xp and pay for each class level separately. Until now, everything is fine, but it is difficult to balance the first levels because they are either too powerful or incomplete.
To begin, here is a brief summary of the rules themselves:
A level track is a location for the linear advancement of class levels from 1 to 20. Each player character has at least one level track. The level tracks beyond this first track are called "Gestalt Tracks". All level tracks are parallel to each other. The level track divisions are designated in notation by a //, relative to the single / multiclash.
A gestalt is a holistic construct created from the fusion of several structures or systems. Here, it specifically refers to merged class levels in level tracks of a gestalt character (a character that has gestalt tracks). Classes in gestalt tracks can be called gestalt classes.
A character can "open" a gestalt track by paying the XP cost of a higher level, as shown in the table on the page. PHB. The starting level from which to calculate the progress is equal to the number of level traces that the character has already. Opening a track includes the cost to reach level 1 with a class in that track.
Example: a character without a Gestalt track, such as a Monk 1 / Paladin 4, can open a Gestalt track for 300 XP (the cost of raising your level of 1, the current number of tracks level, to 2), becoming eg. a Monk 1 / Paladin 4 // Sorcerer 1. To add another track, the cost is now 600 XP (the cost of raising from level 2 to level 3). The character could now be a Monk 1 / Paladin 4 // Sorcerer 1 // Bard 1.
The levels of each track are raised separately. The cost to move to the next level in a track is calculated by adding the track number to the class level contained in the track. The first track the character starts with is counted as 0 and counts up in steps of 1. As such, the cost of additional tracks and class levels increases with each track.
Example: the cost to increase the level of your first gestalt class from 1 to 2 is 600 XP (the cost to go from 2 to 3) while on the second Gestalt track, it would be 1800 XP (the cost of passing from 3 to 4). To make both tracks level, our Monk 1 / Paladin 4 // Sorcerer 1 must spend 13,700 XP, raising the level 2 to 6 (instead of 1 to 5), as each gestalt track adds 1 at the starting position in the XP table.
Gestalt characters acquire the class characteristics of the two / all their classes at each level, as long as they are distinct. Identical features overlap and the highest bonus is premium.
The overlapping features are the health points and dice, the skill bonus, the additional attack and, in general, the same or identical characteristics of all the characters. In the same way as multiclassing, some skills can not be acquired multiple times, such as a weapon, armor, skill, or tool. the character already has or Extra Attack class feature does not do anything if it is won more than once (the additional attack version generating the most attacks takes precedence).
Spell locations follow the rules for multi-class spellcasters. UPSs do not overlap because each UPS is considered a unique feature.
Our main problem is that, when a new track is opened, we do not find a solution for which the top-level features that the character should receive.
Giving them all that is needed in terms of savings and skills certainly seems too powerful, since opening a track is not so expensive. on three tracks, a character can control everything, including all backups. This is not at all a sensible solution.
One suggestion was to halve benefits by calculating their value in terms of UPS. We calculated that a backup skill equals about half of an ASI and that a skill skill equals a little less than half of an ASI (it all depends on that they cost in terms of performance) and that, as a result, the saving and saving skills of a top-level character are equal. about 2 ASI, so what if we give them an ASI and no skill? However, this calculation becomes a bit odd when considering armament and armor skills, and a free ASI seems a bit too powerful, even with the additional suggestion of requiring multi-class ability score preconditions (allowing possibly using the ASI to satisfy them), as a higher-level characters could easily buy 2 or 3 leads just to get a bunch of extra ASIs. Again, a gestalt character would certainly also need more abilities than a normal character.
Another idea was to treat gestalt classes as multiclasses, respecting the reduced skills described in the rules. However, this seems to defeat the spirit of Gestalt (that is, to combine the best features of each class) when, for example, a multiclass hunter fails to master heavy armor. In addition, taking more courses would involve assuming more responsibilities than it would be difficult to complete in this case without mastering the basics of the course. I would always consider it the most balanced, but it hurts.
I would like some suggestions on what should be gained with a new track / first level in this system. Critics of the ideas on display and new ideas are welcome. This is not purely opinion-based, because the mechanical power in the game can be compared and contrasted between the options. If this is useful, this can be considered as the XP costs involved balance the power between the different level track number characters, even if this is not really the case.