Multi-Classing
When I first read the 3.0/3.5 rules I was torn. I was a old school AD&D 1st Ed player and I liked the fact that it was hard to multi-class. You had to pay some penalty to do it, either as a non-human multi-class character or a human dual-class character. There were pros and cons to each choice.
Now that I've run a couple of campaigns I find that most of my players start out with more then 1 class if I elect to allow the players to start out at a level above first. But then I notice when they pick a main class they stick with it.
As for the poll, I do allow it in my game, but since D&D is a "R"PG I like the players to make it part of the on going game. If someone wants to pick up a rogue level, they generally will travel to a large town and try to make in-roads with the local thieves guild for training, or join the local militia for some fighter training.
I find it best when the players enjoy the game flow and weave changes like this into the game. It gives the players the feeling that they are actually molding the game and creating the changes. They feel as they have more input as to what is going on in the campaign and that frees me up to just twist the plot and throw in the "fun stuff" from time to time.
JC
When I first read the 3.0/3.5 rules I was torn. I was a old school AD&D 1st Ed player and I liked the fact that it was hard to multi-class. You had to pay some penalty to do it, either as a non-human multi-class character or a human dual-class character. There were pros and cons to each choice.
Now that I've run a couple of campaigns I find that most of my players start out with more then 1 class if I elect to allow the players to start out at a level above first. But then I notice when they pick a main class they stick with it.
As for the poll, I do allow it in my game, but since D&D is a "R"PG I like the players to make it part of the on going game. If someone wants to pick up a rogue level, they generally will travel to a large town and try to make in-roads with the local thieves guild for training, or join the local militia for some fighter training.
I find it best when the players enjoy the game flow and weave changes like this into the game. It gives the players the feeling that they are actually molding the game and creating the changes. They feel as they have more input as to what is going on in the campaign and that frees me up to just twist the plot and throw in the "fun stuff" from time to time.
JC