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Multi classing Objections: Rules vs. Fluff?
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<blockquote data-quote="pming" data-source="post: 7463860" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>You picked one of the things I never really liked in 1e/HM4...lol! We never used it because it felt too much like the PC's were going to "school". And, being around 12 years old or so when I started with AD&D back in '82...it rubbed us the wrong way.</p><p></p><p>I did, however, work out a method for HM4 (that's Hackmaster 4th, not the "new" hackmaster) where the PC would have a tally of time and money that they had to spend <em>before</em> they got to next level. Sort of like "pre-spending" the time/money. I also had it be more or less self-trained and the expenses was based on the PC's race, class and social rank (e.g. a MMC human fighter would be spending money on eating better, changing up his daily workout, buying weapons and practicing with them, etc; a MUC human fighter would spend it on some of the same, but a lot would go towards a personal tutor from an actual knight that owes his family a favour or whatnot). </p><p></p><p>The character wouldn't actually gain his new level until he had spent the required time and money. This had a great in-game effect...the players would actively do stuff "class/race/social status oriented" <em>during</em> the game sessions. Like when they get back to town and one PC isn't really hurt bad so the PC would spend the next day or two buying scrolls, hitting the library, praying with new religious texts, getting tips from the local thieves' guild, etc. It was the "down time" as it's called in 5e I guess. But more detailed and more specific to the Race/Class and Social Status of the character. Pretty cool now that I'm remembering it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7463860, member: 45197"] Hiya! You picked one of the things I never really liked in 1e/HM4...lol! We never used it because it felt too much like the PC's were going to "school". And, being around 12 years old or so when I started with AD&D back in '82...it rubbed us the wrong way. I did, however, work out a method for HM4 (that's Hackmaster 4th, not the "new" hackmaster) where the PC would have a tally of time and money that they had to spend [I]before[/I] they got to next level. Sort of like "pre-spending" the time/money. I also had it be more or less self-trained and the expenses was based on the PC's race, class and social rank (e.g. a MMC human fighter would be spending money on eating better, changing up his daily workout, buying weapons and practicing with them, etc; a MUC human fighter would spend it on some of the same, but a lot would go towards a personal tutor from an actual knight that owes his family a favour or whatnot). The character wouldn't actually gain his new level until he had spent the required time and money. This had a great in-game effect...the players would actively do stuff "class/race/social status oriented" [I]during[/I] the game sessions. Like when they get back to town and one PC isn't really hurt bad so the PC would spend the next day or two buying scrolls, hitting the library, praying with new religious texts, getting tips from the local thieves' guild, etc. It was the "down time" as it's called in 5e I guess. But more detailed and more specific to the Race/Class and Social Status of the character. Pretty cool now that I'm remembering it. :) ^_^ Paul L. Ming [/QUOTE]
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