Quickleaf
Legend
I found one hole (well at least one) in my 5e house rules, and that is I'd like to offer dual-classing as an option in some way.
Brief context: Dual-classing comes from AD&D iirc, in which you would be able to switch back and forth between two classes as you leveled, with some limitations on what you could do. The modern multi-classing system actually more closely resembles what was called "dual-classing" back then. Whereas back in AD&D, "multi-classing" was more like knitting together two classes into one.
Anyhow, what I want to do is a little of column A and a little of column B in order to give players more freedom to knit together two classes. I'm curious how (whether) you've incorporated this in your games?
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Here's the rough draft I'm considering adapting dual-classing as a feat...
Dual-Classed (feat)
Prerequisite: Must be taken at 1st level, and must meet the multi-classing prerequisites for both classes
Choose two classes. Dual-classing allows you to knit these classes together in unique ways. At 1st level and each level thereafter, choose whether to take the class features (and Hit Dice) from class A or class B.
The exception are chart progression features (spells, Sneak Attack), which progress sequentially using that class’ chart. In the case of two spellcasting classes, use the multiclassing rules (i.e. universal spell slots).
For example, say you want to play a Rogue/Wizard dual-class character, and you're at 8th character level. You must have Dex 13+ and Int 13+. You might select Rogue for levels 1, 3, and 5 (3d8 hit points, Dex/Int saves, Rogue proficiencies, Expertise, Sneak Attack 2d6 as a 3rd level rogue, Thieves’ Cant, Roguish Archetype, Uncanny Dodge), while you select Wizard for levels 2, 4, 6, 7, and 8 (5d6 hit points, Spellcasting as a 5th level wizard, Arcane Tradition, 6th level Arcane Tradition feature, and two Ability Score Improvements).
If you are dual-classed, you can no longer multiclass.
Brief context: Dual-classing comes from AD&D iirc, in which you would be able to switch back and forth between two classes as you leveled, with some limitations on what you could do. The modern multi-classing system actually more closely resembles what was called "dual-classing" back then. Whereas back in AD&D, "multi-classing" was more like knitting together two classes into one.
Anyhow, what I want to do is a little of column A and a little of column B in order to give players more freedom to knit together two classes. I'm curious how (whether) you've incorporated this in your games?
----------
Here's the rough draft I'm considering adapting dual-classing as a feat...
Dual-Classed (feat)
Prerequisite: Must be taken at 1st level, and must meet the multi-classing prerequisites for both classes
Choose two classes. Dual-classing allows you to knit these classes together in unique ways. At 1st level and each level thereafter, choose whether to take the class features (and Hit Dice) from class A or class B.
The exception are chart progression features (spells, Sneak Attack), which progress sequentially using that class’ chart. In the case of two spellcasting classes, use the multiclassing rules (i.e. universal spell slots).
For example, say you want to play a Rogue/Wizard dual-class character, and you're at 8th character level. You must have Dex 13+ and Int 13+. You might select Rogue for levels 1, 3, and 5 (3d8 hit points, Dex/Int saves, Rogue proficiencies, Expertise, Sneak Attack 2d6 as a 3rd level rogue, Thieves’ Cant, Roguish Archetype, Uncanny Dodge), while you select Wizard for levels 2, 4, 6, 7, and 8 (5d6 hit points, Spellcasting as a 5th level wizard, Arcane Tradition, 6th level Arcane Tradition feature, and two Ability Score Improvements).
If you are dual-classed, you can no longer multiclass.