(c) Dr Paul Kinsler.
[Acknowledgements & Feedback]
This material is intended to augment or improve the on the
rules in the official manuals, which you will need to make
sense of it; although I suppose you might find some of
the ideas interesting anyway.
Multiclassing
^^^^^^^^^^^^^
Humans are allowed to multiclass, other races (PC's only) have no
level limits.
Any multiclassed character selects a 'primary' class, and uses the
hit dice gained by progression in that level. This means that these
characters may have more hit points than previously, but this isn't
a big problem since they go up levels in their classes much slower
than single classed characters anyway.
The character gets weapon proficiencies according to their primary
class. This hold for initial proficiency's, the proficiency slots
due to levels, and the non proficiency penalty. Non weapon
proficiencies can be gained according as either class.
Optional rule: If (and only if) fighter is their primary class, a
character can specialise in one weapon, and only by one extra slot.
Other multiclassed characters cannot specialise.
Multiclassing II: Adding new classes to a character.
^^^^^^^^^^^^^
If a fighter character wants to learn magic (or visa versa), why not
let them? The following suggestion is intended to allow this to
happen without unbalancing the game.
A character starting out selects a primary class. Single classed
characters only have a choice of one (obviously), but multiclassed
characters can pick any one of theirs. Hit points and hit dice are
then controlled solely by their primary class - multiclassed
characters with gain no extra hit points from their secondary
classes, although all other secondary class abilities remain
unaffected.
Existing characters can add a new secondary class to their
abilities. However, it is much harder to go up levels in this new
secondary class. The 'secondary class adjustment' (SCA) controlling
the amount of extra work needed is one less than the characters
level in their primary class. This is worked out at the point they
decide add the new class, but the SCA can never be less than one. To
advance to first level in this new class the character must
accumulate enough EXP in the class to rise to level equal to the SCA
on the level progression tables. To rise to level two costs the same
as rising to a level of one greater than the SCA, and so on.
Thus 'Moonbeam', a fourth level fighter who wishes to become a
fighter/thief has a thief-SCA of 2 and must subsequently allocate
2500 EXP to the thief class before it is possible to act as a first
level thief. This is the same amount that a single classed character
needs to reach third level. To reach second level as a thief,
Moonbeam must accumulate 5000 EXP, and so on - even if fighter
levels have been gained in the meantime. The 'SCA' is fixed when the
new class is started.
The results of this system are twofold. Firstly, the character has
some time to wait before getting new abilities - this represents
effort and resources spent on learning new skills. DM's should also
make the characters find teachers and spend time training. The
second effect is that starting new classes at already high level is
expensive in EXP, so high level characters don't quickly become good
at being all classes. If a ninth level fighter wants to become a
fighter/magicuser, 60000 EXP need to be gained before even first
level abilities are achieved.
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Date=20040523 Author=P.Kinsler Created=1992-ish
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