How do characters *gain* new classes? (In-game logic)

I'm fairly free with multiclassing core classes, no special training required or just assumed in normal play/downtime. I do exert a fair amount of control over PrC classes though, usually in the form of roleplaying committments or problems in game - which usually results in few PC's taking more than one PrC class.... I generally assume few PrC practitioners (other than the more chaotic ones, self taught types such as half dragon or a few PrC's that might be allied in a game world) would even want to train someone who is already a member of another PrC class.

Cheers

I mean dragon disciple, not half dragon :o
 
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IMC, there are no "classes" per se. You can't really say, "That one's a ranger." Classes are just a generalization of abilities, and the characters work towards mastering a certain set of abilities. In that way, each class can be self-taught, or taught by someone else, just as the player wishes to.

ETA: Some classes, especially PrCl, require the character to become a part of an organization. Then, of course, I require that membership as well, and it must likely be earned. (Most PrCl are really just available to a members of a certain group).
 
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Henry said:
In my games, I don't make the characters train when picking up a new level in an existing class; however, to pick up a new class entirely requires in-game seeking out and training from someone at least 5th level who is already trained in the class.

Why on earth did I never think of that? Yoink!
 

If you look at it from a skill, BaB, and HP angle there isnt that much between a character and a character who is one level higher. The big difference comes when you look a the special abilities (a 4th level magic user can only use 2nd level spells, but a 5th can use 3rd; quite a power jump). these changes rarely occur at a single level change, but rather over the course of 2-3 levels.

Now since all higher level abilities are either built on or an expansion of lower level ones it seems to me that you are just refining your abilities as time passes.

Taking a first level in a new class after 1st does not usualy require traning IMC, if your character has been dooing alot of fighting then you can take figher, if you have been in the woods (or have spent your time studing a particular foe) then you can be a ranger, lots of sneaking lets you be a rouge, you can pick up a music instrument and be a bard. if your character has spent alot of time REALY angry then you can become a barbarian.

Some classes are different though
Wizard requires you to study intensivly, most likely under some sort of mentor.
Druids are the same way, you need to have contact with a Druid (or perhapse a magiacl Druid thing) befor you can become a Druid.

The only class that does not require any sort of previous contact is the Mystic class (my variant Cleric). Any chump can be sitting there, tending sheep, when a clestial shows up and tells him to go rase an army to slaughter the heretics.
 

For a new class then usually training required, especially something like Rogue, Druid, Ranger, Wizard or Bard that has a lot of specialist knowledge. Actually even fighters need it for the armour/weapon proficiencies.

Otherwise I might allow it if it fits with the character background or concept.
 

I run a very large game for my group, and it works fine for me for people to just have people 'level up' during the course of the game. I feel it adds a cinematic feel to the game.

My players are already well trained in their fields, but the leveling of a character just gives them the ability to do more cool stuff. I mean, rarely does a movie just give you the coolest scenes right off the bat. They usually save it for the finale.

On another note, a lot of multiclassing just makes sense. For example, a person in touch with nature, regardless of class, could easily be a Druid. Through their adventures, they have a revelation about aspects of nature they haven't realized before, and can use druidic abilities even though they don't consider themselves a real druid.

In other words, a good explanation by the players, either through roleplaying or backstory works just fine to me.
 

In our group, we don't care if you reconstruct your character from the ground up every session (within reason***). Our main goal is that everyone is having fun and if there is some aspect of your character that is no longer fun, pitch it and move on. Even if the thing was an integral part of the character saving the character's butts time and time again, it can still be tossed. So the wizard use craft wondrous item to make an amulet and now at higher level when downtime is hard to come by and he can't take the time to craft anything, let him swap it for something more useful. If downtime becomes more plentiful again he can take the feat again. People learn, forget, and learn the same thing all the time. Need to shift some skill ranks for PrC. No problem, obviously recent devotion to that group has caused you to misplace some of that ability you had with appraisal. I guess it's because you're out of touch with the current market conditions.

*** And if you want to make a drastic change, retire the current character and bring in a new one. Want to do it every week, go for it. It's your spare time making character after character, not mine. Heck, don't retire the current character, just say they're out of touch for a few weeks and play the other character you just need to play and once it's out of your system, go back to the old character.

Remember fun is the prime directive here.
 

Leveling varies with the classes and the setting.

Pretty much anyone who takes part in combat on a regular basis can learn to go berserk on their own and gain levels in Barbarian. Levels of fighter require practicing with a variety of weapons and armors along with serious sparring which can again be acquired in combat. Rogues are kind of iffy; some people have a knack for being sharp-eyed, mentally cunning and opportunistic, but if the character wasn't already being mistaken for a rogue they probably need a tutor.

Ranger requires a bit more study since there's a lot of knowledge involved in tracking and understanding your chosen foes so a tutor is needed or long-term in game experience with your foe. A wizard needs a tutor or at least a hefty library and plenty of time.

Some require more setup. The bard in my game wanted to become an Arcane Archer, a PrC that IMC is restricted to the elven military. To acquire training he had to gain sponsorship to the academy in a way that wouldn't impare his adventuring career.

The rogue decided he wanted to go the dragon disciple route. So he started getting dreams and would randomly sense magical auras (spontaneous Detect Magic). He spent some time meditating (oddly not out of character) and focusing 'til he could manifest his spells naturally. Then his dreams stepped up and he's found himself evolving. Went 2 months in-game from when he got fire breath 'til he was in a situation stressful enough for him to use it on accident.

So there's no tried and true method, just doing what seems best for each character.
 

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