Classic Multi/Dual-Classing

howandwhy99

Adventurer
Multiclassing is getting some buzz, so I thought I might try and explain how another option might work.

Prior to 3e there wasn't really a mechanic for Character Level. Each character gained a separate XP total by Class and different classes could gain XP in different ways. This repurposed the focus of the game depending upon what class a player was playing. If you wanted to focus on combat, you wanted to play a fighter. If you wanted to sneak around and steal stuff, you wanted to play a thief. The game was more about class performance, than about character portrayal.

This dividing of game play up wasn't to say other players playing other classes couldn't try things outside of their role. (In fact each class was built with some overlap into the others niches.) It was more about having the necessary tools to perform the class best, gaining XP for doing it well, and increasing in challenge difficulty faster due to focusing.

Now adventures could be designed to be more or less challenging for different classes and having a larger group of one class helped those who were playing it. A 4th level combat or fighter-focused adventure would take a cleric longer to progress through and a wizard even more so. Part of this is other classes weren't designed to face combat as well as fighters, but neither are they going to gain XP as fast. They get Class XP for doing things in their own class.

Of course most any adventure is going to include all sorts of swords and sorcery and seances and skullduggery, so every class has opportunities for advancement. But understanding different classes infer different game play means adventure modules can be purposed for many different kinds of adventure within them.

Now advancing in separate classes means beginning each class at starting level, so the player can advance through the difficulty of each class's challenges (further divided up in levels). You may have a single PC who has advanced from 1st to 7th as a Fighter and then 1st to 3rd as a Cleric and so on. Or you might have multiple characters with single classes for when you want to play a different class and a different character. Regardless the player begins at level 1 in every class and plays each class separately at the table. My Ftr7/Clr3 will receive XP as a cleric, if that's the class I say I'm playing for this session. I could still take hold of better weapons and seek out combat, but I would be switching classes during play.

The difference between Multi-Classing & Dual-Classing (as I understand it) is about the differences between demi-humans and humans. Demi-human classes are different than the human classes presented, so their culture may provide them with commensurate training in what humans understand as multiple classes prior to play. Demi-humans could begin as Level 1 in multiple classes, even though each began at 0 XP. (These 2-3 classes are still chosen prior to play however)

Humans were trained in only one class and need to spend time (and often money for a trainer) to train in another class. Your fighter would sit for a few years and learn to read, cast spells, and understand magic before becoming a 0 XP level 1 wizard. If he wanted to become a fighter again, he would need a week or month or an appropriate time to prepare himself again.

Regardless of what classes a character was trained to perform they could always switch back and forth between them throughout their lifetime, but each would still receive XP in separate columns according to their expertise.

All of this may seem extraordinarily odd, but there is some relevance to the real world. A trial lawyer / surgeon loses some ability when staying away from one profession or the other for some time. While there is some overlap of action, each profession is improved in largely separately and results in quite different "adventures" of their own.

I'm not sure if D&Dn will offer such a multiclassing option, or even if the game could be house ruled into a similar design, but I think there do exist interesting design philosophies beyond the current multiclassing idea.
 
Last edited:

log in or register to remove this ad

Now adventures could be designed to be more or less challenging for different classes and having a larger group of one class helped those who were playing it. A 4th level combat or fighter-focused adventure would take a cleric longer to progress through and a wizard even more so. Part of this is other classes weren't designed to face combat as well as fighters, but neither are they going to gain XP as fast. They get Class XP for doing things in their own class.

. . .

All of this may seem extraordinarily odd, but there is some relevance to the real world. A trial lawyer / surgeon loses some ability when staying away one profession or the other for some time. While there is some overlap of action, each profession is improved in largely separately and result in quite different "adventures" of their own.

I'm not sure if D&Dn will offer such a multiclassing option, or even if the game could be house ruled into a similar design, but I think there do exist interesting design philosophies beyond the current multiclassing idea.

Thing is, I don't want one of my players playing ER while another is ensconced in his game of Law and Order, with both of them vying for screen time because they don't have anything to do when the other is playing, and don't get xp for things that he accomplishes.

I want to GM a game where all of my group is participating. Everyone plays NCIS, where there is space for a forensics expert, a law expert, and a shootin' stuff expert, and they all have the same goals and are rewarded for the same successes, though each brings a distinct arena of competence to the table.

Put even more bluntly, I don't care much if the multiclassing system isn't very "realistic", as long as it is fun to play with.

That all applies to the "give xp to a class for doing its class-things" idea. The idea of allowing a level 10 fighter to spend less xp on leveling up as a level 1 wizard than all the way up to level 11 fighter is worth exploring, even if my knee-jerk reaction is to dislike it. I'm open to hear more, though.
 

I always struggled with dual classing. While adventuring in one class, you completely forget all your skills in the other class, and if you use the other class, you lose the XP and everything you learned while adventuring? Huh?

I could see a system where you have two, or more, classes but choose to allocate any experience you earn to a particular class, while allowing the use of any class skills at a given time.
 

This all happening at another level than player defined game objectives like "Hunt down the Bloody Skull orc tribe" or "Reclaim the throne of Catherine of Deneuvia".

The forensics expert is going to increase their forensics ability for doing forensics stuff on an NCIS case. Moreover, they can be 1st level in that class, while the field agents are not and still work together as part of the team. They may not be able to help out as much as 10th level forensics expert, but the DM could tailor the adventure challenge levels for this too.
 

This all happening at another level than player defined game objectives like "Hunt down the Bloody Skull orc tribe" or "Reclaim the throne of Catherine of Deneuvia".

The forensics expert is going to increase their forensics ability for doing forensics stuff on an NCIS case. Moreover, they can be 1st level in that class, while the field agents are not and still work together as part of the team. They may not be able to help out as much as 10th level forensics expert, but the DM could tailor the adventure challenge levels for this too.

I'm confused.

If the 10th level cleric only contributes during cleric encounters, and the 10th level wizard during wizard encounters, and they each get xp for overcoming their type of challenge but not the other, then no thanks.

If the 10 cleric and the 8 fighter/4 rogue cooperate and contribute in most situations, just in different ways, and are rewarded equally for doing so, then I am willing to hear more.
 

I always struggled with dual classing. While adventuring in one class, you completely forget all your skills in the other class, and if you use the other class, you lose the XP and everything you learned while adventuring? Huh?

It wasn't that you completely forgot the other class, it's just that if you used your other class abilities, you didn't learn anything about your new class, so didn't get any experience.

It's like trying to teach yourself to be ambidextrous, by doing everything with the off hand. But if every time you run into something difficult, you go back to using your main hand, you'll never learn how to use the other hand.
 

I'm confused.

If the 10th level cleric only contributes during cleric encounters, and the 10th level wizard during wizard encounters, and they each get xp for overcoming their type of challenge but not the other, then no thanks.

If the 10 cleric and the 8 fighter/4 rogue cooperate and contribute in most situations, just in different ways, and are rewarded equally for doing so, then I am willing to hear more.
All of these things overlap. A creature is made of magic for a magic-user to explore, a combatant for a fighter to fight with or against, and has some degree of sentience for a cleric to aid or abuse.

There is no magic encounter or fighter encounter, though some may have less to do with some classes than others. (It's hard to talk your way through a locked door for example --- but the cleric might through people on the other side or those with keys.)

Different classes facing the same encounter are going to receive different XP amounts for doing different things even though they all were in on the action. And that still doesn't stop players from acting outside their class role, just for how they receive XP for the session.

If everyone is best off fighting fisticuffs, then every can do so (at least those with fists). It's about niche protection, who's best at what, and what you came to play for. You pick the game play / play style that you prefer with the understanding that under certain game situation you'll still find it easier to step outside of that focus to achieve your goals. [Part of deliberately limiting some classes like Paladin in scope is to design for these temptations, providing benefits for working within the smaller space, and losses if one opts not to.]

Overall objectives set by the team in a cooperative game can be more interesting when the team can bring more options to the table and all that variety then intermixes making things fun (and even more challenging since it isn't Hulk Smash every time).
 
Last edited:

All of these things overlap. A creature is made of magic for a magic-user to explore, a combatant for a fighter to fight with or against, and has some degree of sentience for a cleric to aid or abuse.

There is no magic encounter of fighter encounter, though some may have less to do with some classes than others. (It's hard to talk your way through a locked door for example --- but the cleric might through people on the other side or those with keys.)

In that case, I would want the different characters' different approaches to be their own reward. You play a rogue if you like to sneak around and a barbarian if you like to roid out and smash things, but as long as the obstacle is overcome then everyone gets rewarded pretty much equally. Give the players a challenge, and they will approach it using their strengths naturally. No need to get different xp rewards in the mix.

Some groups will want to assign bonus xp for awesome ideas, better roleplaying, and so on, and that's fine. Leave it to the individual table. Have the base rules reward everyone, though.
 

Remove ads

Top