Warning: Mathy-ness ahead with a hopefully funny narrative as things go along.
It seems that one of the sticky parts to all of this is that HeroLab and the Current Gestalt Build(v0.6) do not seem to see eye to eye when it comes to computations based on character level.
Seeking Actual Character Level(ACL)
I'll be adding another variable set for the theorizing:
C1, C2, ... C?, etc. to signify the multiple classes, in descending amounts, such that C1 >= C2 >= C3, etc.
Given that the previous theory is true, it would follow that
Code:
for ACL = GL
Set PCL to GL
That would solve most purely level based issues, (stacking different classes, feats that give bonuses based on ACL, BAB caps, etc.)
However we then have to consider the tinkering masses and going beyond the base dual classed gestalt.
Code:
if sum C1..C? = 2*GL then GL=ACL, set GL to PCL
Just like above, this seems to be our answer for solving most of the PCL issues regarding going beyond dual classed Gestalts, as per above.
Now let's throw another tinkerer's monkey wrench into the works. People not gestalting for the full levels of the character.
Code:
if sum C1..C? != 2*GL and sum C2..C? = GL
Set ACL to C1
else ACL = GL
Hey, with this, we have a consistent check that can be balanced out to ACL=C1 or ACL=GL
Alright, with this bit of coding, we now have checks against all of the possible combinations of wild multiclassing or Partial Gestalting, with only minor checks and balances to help keep the code slim... or so we thought.
"But teacher, what if I'm a Multiclass Rogue/Fighter, and my GM says to add gestalt and wants me (or I want) to take a completely different class for the gestalt levels? What if I gestalt Monk/Fighter then take the rest of my non-gestalted levels as Rogue?"
This is the realm of the creative tinkerer. The person who says, I like this rule, but I don't want to use it expressly the way it is presented. The kind of person who causes logical thinkers, rule writers and coders to need to tackle challenges, or bang their heads against hard surfaces. Repeatedly.
***** OKAY to Ignore this passage *****
If only there was another flag that we could use to make things balance out for all, one way to calculate what level a character is supposed to be without having to have convoluted calculations in order to keep things on track mathematically speaking. But wait, there is such a thing! and I shall give unto it a newly named Variable.
XPL Experience Point Level or, the level a character should be given experience earned.
Huzzah! a (hopefully) easy to find point of character information not derived from anything other than itself. It's a parameter that can be set at Character Creation, It's already checked vs for errors. Huzzah, I say again!
If we can extrapolate from HeroLab the set level a character is for checks and balances, then we can use that as our capstone for any feats that check for character level, or any abilities that might check for character level behind the scenes.
Whew. Fun fun done for now. Mathy thinking when meds wear off and sleepiness taking over leads to babble, but I hope this entertained and informed.
***** OKAY to pay attention again. *****
After re-reading my half awake garble,(kept for archival purposes) I think I have a better idea. This equation, which is so simple that I'm smacking my head that I didn't think of it at first, might solve a good chunk of this level confusion.
In all the level confusion above, I kept on using Gestalt Level as a comparison point for trying to have a single equation (or proof chain) that solved for x, with x being ACL, and having my equation get more and more complicated.
Let's go back to my original equation, but instead of a three way equation, let's break it back down to fundamentals and rebuild it as a simple two sided equation that can work for all Gestalt variants.
If we take the Actual Character levels portion of the equation out, we get Equation 2.
If we (temporarily) break down the 3*GL in to it's components of ACL, Gestalt Class Level((GCL)levels of classes added by gestalt process), and GL, we get equation 3.
To resimplify the equation he Gestalt process adds in itself and the aditional class, so GL and GCL will always be the same value, and thus capable of being collaped down to 2*GL.
If we then solve our new equation for ACL, we get our new golden equation.
Code:
Visualization of What I just said.
PCL = 3*ACL = 3*GL
becomes
PCL = 3*GL
becomes
PCL = ACL + GCL + GL
becomes
PCL = ACL + 2*GL
Solve for ACL
ACL = PCL - 2*GL
This is always going to be true, at least with v0.6's incarnation of the Gestalt System, for whatever mashup of mixed up gestalting is done.