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General Tabletop Discussion
*Pathfinder & Starfinder
Anyone have house rules for multi-classing?
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<blockquote data-quote="Hawken" data-source="post: 1737795" data-attributes="member: 23619"><p>If this quote thing doesn't come out right, could someone tell me how to insert quotes into these posts?</p><p></p><p>To the point: </p><p>Having to spend 10K XP or so to gain a 1st level in a class is understandable, if you are already 9th or 10th level. At that point, from a roleplaying perspective, your character is already accomplished in what he has been doing. It would take a lot of extra effort and training to 'unlearn' what he has already learned and start doing things a new way. If a 10th Fighter wanted to take his 11th level in Rogue (becoming Fighter10/Rogue1), he would be taking time to learn to fight not as a fighter but as a rogue; he would be learning skills that require a finesse that has been largely ignored up to this point in his life and having to do it in armor he has not worn since the beginning of his career (how many single class fighters willingly wear leather or studded leather beyond 2nd or 3rd level?). Teaching him to sneak when he is used to crushing, be silent when he is used to making noise and intimidating, teach him to aim for precise targets (sneak attacks) when he is used to just hacking until it stops moving. All those things and more would require more time and effort from the fighter than just picking up 1K XP. </p><p></p><p>For multiclassing, some kind of training should be involved at the least. The fighter in the above example, could quickly gain 1K XP from fighting, but that wouldn't make him a better rogue. That wouldn't teach him to sneak, bluff or disarm traps. The XP cost, I believe, is intended to reflect the amount and length of training involved in learning an entirely new set of skills and operating under a different set of rules. Even 10K XP spent hacking up monsters isn't an accurate reflection of training involved in becoming a rogue (or any other class). </p><p></p><p>I am starting a new campaign soon and in it I have removed entirely the concept of Favored Classes, and made multiclassing something that doesn't just come from some XP that you earn. The characters in my game will have to take a feat to start learning another class. And if they wish to continue advancing in their old class they will have to pay the 20% penalty which reflects maintaining their original level of skill and continuing to train in their old class while learning and advancing in the new class.</p></blockquote><p></p>
[QUOTE="Hawken, post: 1737795, member: 23619"] If this quote thing doesn't come out right, could someone tell me how to insert quotes into these posts? To the point: Having to spend 10K XP or so to gain a 1st level in a class is understandable, if you are already 9th or 10th level. At that point, from a roleplaying perspective, your character is already accomplished in what he has been doing. It would take a lot of extra effort and training to 'unlearn' what he has already learned and start doing things a new way. If a 10th Fighter wanted to take his 11th level in Rogue (becoming Fighter10/Rogue1), he would be taking time to learn to fight not as a fighter but as a rogue; he would be learning skills that require a finesse that has been largely ignored up to this point in his life and having to do it in armor he has not worn since the beginning of his career (how many single class fighters willingly wear leather or studded leather beyond 2nd or 3rd level?). Teaching him to sneak when he is used to crushing, be silent when he is used to making noise and intimidating, teach him to aim for precise targets (sneak attacks) when he is used to just hacking until it stops moving. All those things and more would require more time and effort from the fighter than just picking up 1K XP. For multiclassing, some kind of training should be involved at the least. The fighter in the above example, could quickly gain 1K XP from fighting, but that wouldn't make him a better rogue. That wouldn't teach him to sneak, bluff or disarm traps. The XP cost, I believe, is intended to reflect the amount and length of training involved in learning an entirely new set of skills and operating under a different set of rules. Even 10K XP spent hacking up monsters isn't an accurate reflection of training involved in becoming a rogue (or any other class). I am starting a new campaign soon and in it I have removed entirely the concept of Favored Classes, and made multiclassing something that doesn't just come from some XP that you earn. The characters in my game will have to take a feat to start learning another class. And if they wish to continue advancing in their old class they will have to pay the 20% penalty which reflects maintaining their original level of skill and continuing to train in their old class while learning and advancing in the new class. [/QUOTE]
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Anyone have house rules for multi-classing?
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