I'll be living in the Richmond, VA area myself in a few months.
As for multiclassing rules the following are my house rules. They're based on the last playtest version of C&C but I tinkered with them to fix certain problems and came up with something that more matches my playstyle. My group isn't seeing multiclass characters becoming more powerful than single class characters. In fact, many people are staying away from multiclass characters because you have to add your xp charts together before you advance in anything (a balancing change from the 1e/2e system). And dual-class characters are limited to only two classes (as are true-multiclass characters) so that keeps people from taking a few levels in each class (dual-class in my version represents more of a life change). Anyway, here you go:
Multiclassing: Two types of multiclassing are possible; true multiclassing and dual-classing.
When a player wishes to have a true multiclass character he must abide by the following restrictions:
1- No more than two classes may be taken.
2- To advance a level the character must earn enough experience points to advance in both classes at the same time. For example, a 1st level fighter/rogue would require 3252 experience points to advance to a 2nd level fighter/rogue.
3- The character must take the prime from both of his classes. For example a fighter/rogue must have both strength and dexterity as prime attributes. Human characters may still choose their third attribute as they wish.
4- The character uses the best bonus to hit chart available to him. A 2nd level fighter/rogue would use the fighter's +2 bonus to hit.
5- The character averages his hit points by rolling for both classes, dividing each result in half (rounding fractions up), and then adding the two together. Any constitution modifer the character may have is applied to the final total. For example a fighter/rogue rolls 1d10 and gets a result of 8 for his fighter class. The player also rolls 1d6 for his rogue class and gets a 4. Both results are divided in half and then added together for a total of 6. If the character has a constitution of 16 (+2 modifier) the final total would become 8 hit points.
6- The character may use any armor and weapons available to both of his classes (though they still suffer class related penalties if wearing armor not permitted to both classes) unless one class is restricted in the use of either due to spiritual or honorable reasons, such as the cleric, druid, and knight classes. In such a case the character must still abide by these restrictions or risk breaking his spiritual or honorable vows.
7- The character gains all other benefits and penalties of both classes such as a fighter's extra attack and a wizard's inability to wear armor while casting spells.
When a player wishes to have a dual-class character he must abide by the following restrictions:
1- No more than two classes may be taken.
2- The character must advance to at least 2nd level in his first class before switching to his second class.
3- The character's second class must be one for which he already has a prime attribute.
4- If all of the above criteria are met then the character may abandon his first class and begin to gain experience points in his second class. He may not, however, return to his original class at a later date since such class changes usually stem from life altering events.
5- The character uses the best bonus to hit chart available to him. A 2nd level fighter who begins to advance as a druid would continue to use the fighter's +2 bonus to hit until he became a 6th level druid, at which point he would begin to use the druid's +3 bonus to hit.
6- The character may use any armor and weapons available to both of his classes (though they still suffer class related penalties if wearing armor not permitted to both classes) unless one class is restricted in the use of either due to spiritual or honorable reasons, such as the cleric, druid, and knight classes. In such a case the character must still abide by these restrictions or risk breaking his spiritual or honorable vows.
7- The character gains all other benefits and penalties of both classes such as a fighter's extra attack and a wizard's inability to wear armor while casting spells.
8- The character adds his hit dice from both classes together but may still never have more than ten total hit dice. A 2nd level fighter/6th level druid, for example, would have 2d10 hit dice from his fighter class as well as the 6d8 from his druid class. Once the character reaches a total of ten levels (2nd level fighter/8th level druid) he would begin to gain hit points according to his current class upon attaining the next level of experience.
If you like them, tell the Trolls, maybe they'll go in the CKG.
