Crazy Jerome
First Post
@Firzair , a way to do something similar that might be a bit more clear is to have a "zero level" entry fee in XP for each class, but from then on scale with whatever the normal progression is. As soon as you start on a new class, divide all XP up equally among the classes. However, the entry fee produces an effect similar to what you have.
For example, let's say that the entry fee for a new class is 5,000 XP. That's what you spend to get to level 1. Then we go with whatever 3E/4E type progression makes sense, perhaps +1000 XP for level 2, +2000 for level 3, etc. This assumes that the basic functions of the class are finally grapsed between the announcement of starting the new class and hitting level 1--i.e. paying the entry fee.
When you start your career, you got 5,000 XP for all that background stuff you did in your youth. Say a character hits 2nd level fighter, at 6,000 XP total. She then decides to mullticlass into rogue. She is now a 2/0 fighter/rogue. All XP is split equally. When she gains 10,000 XP, half of that will have gone into rogue, giving her 1st level in that class. The other half will have gained 3rd and then 4th level in fighter. As she continues her career, the rogue levels will eventually stablize at part of a level back (when the 6,000 XP gap becomes less meaningful).
If a character starts as a multiclass, they have 2,500 in each class, not having 1st level in either. For that reason, you'd like to distinguish some barebones "zero level" abilities from the 1st level one. Alternately, make such characters pick a primary, starting 1/0 as a multiclass.
Naturally, the exact entry fee and the split of XP between the classes is something that should be configurable by campaign. Some groups might prefer that the primary class always get more XP than the secondary or tertiary class, to keep the levels more spread out.
For "sub classes," assuming they exist, charge less of an entry fee. It's easier to pick up, for example, "paladin" from fighter or cleric, than it is from wizard or rogue. That could get complicated, though.
For example, let's say that the entry fee for a new class is 5,000 XP. That's what you spend to get to level 1. Then we go with whatever 3E/4E type progression makes sense, perhaps +1000 XP for level 2, +2000 for level 3, etc. This assumes that the basic functions of the class are finally grapsed between the announcement of starting the new class and hitting level 1--i.e. paying the entry fee.
When you start your career, you got 5,000 XP for all that background stuff you did in your youth. Say a character hits 2nd level fighter, at 6,000 XP total. She then decides to mullticlass into rogue. She is now a 2/0 fighter/rogue. All XP is split equally. When she gains 10,000 XP, half of that will have gone into rogue, giving her 1st level in that class. The other half will have gained 3rd and then 4th level in fighter. As she continues her career, the rogue levels will eventually stablize at part of a level back (when the 6,000 XP gap becomes less meaningful).
If a character starts as a multiclass, they have 2,500 in each class, not having 1st level in either. For that reason, you'd like to distinguish some barebones "zero level" abilities from the 1st level one. Alternately, make such characters pick a primary, starting 1/0 as a multiclass.
Naturally, the exact entry fee and the split of XP between the classes is something that should be configurable by campaign. Some groups might prefer that the primary class always get more XP than the secondary or tertiary class, to keep the levels more spread out.
For "sub classes," assuming they exist, charge less of an entry fee. It's easier to pick up, for example, "paladin" from fighter or cleric, than it is from wizard or rogue. That could get complicated, though.