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How should multiclassing be handled in 5E?
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<blockquote data-quote="Crazy Jerome" data-source="post: 6101710" data-attributes="member: 54877"><p>Something very similar to what you said, but with a couple of penalties for subsequent classes. Something like:</p><p></p><p>1. There is a campaign-specific "entry" cost for each class to represent that a 1st level class has quite a bit of ability all ready. You have to pay this cost out of what you make adventuring before you even get to 1st level. In the most leveling schemes from D&D, I'd make the default around 5,000 XP, but encourage groups to move this up or down depending upon how much multiclassing they want, and also where they set the second option. (A character that started as a multiclass concept from the get go would have to pick one class as the first one, and the other starts at the -5000 XP but begins accumulating immediately. More advanced rules might let a character take a hybrid approach, but start each at -2500.)</p><p></p><p>2. You pay a modest percentage penalty for each class after the first, which increases as you add classes but only applies to the additional ones. So primary class gets 100%, secondary gets 90% (or 85% or 95%), tertiary gets a bit less, and so on. Generally, you can set the order anyway you want, but perhaps only allowed to change between adventures, only after leveling, when you roleplay the new focus, when the DM allows at key moments, or whatever the group decides. The idea here is that you can't just rock along forever at 50/50, which should help create some differences in characters and help with niche protection a bit. (This is after dividing the XP by number of classes, too. So in actual play, would probably use a table where a character with two classes gets 50% primary, 45% secondary, 5% waste, etc.)</p><p></p><p>In such a system, I'd just make hit points, attack bonus, etc. use the gestalt idea from 3.5, and pick only the best of each one from each class. That might mean you use the fighter's hit points even if lower, if his Nd10 works out better than the wizard's Nd6.</p><p></p><p>I'd expect many characters to multiclass eventually, because paying that 5,000 XP premium and dividing the XP with a mild penalty isn't so bad when you are up in the 20,000 XP range. But it would keep multiclassing as primarily a way to round out the concept, as opposed to almost unavoidable power-grab that it could turn into in some variations.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6101710, member: 54877"] Something very similar to what you said, but with a couple of penalties for subsequent classes. Something like: 1. There is a campaign-specific "entry" cost for each class to represent that a 1st level class has quite a bit of ability all ready. You have to pay this cost out of what you make adventuring before you even get to 1st level. In the most leveling schemes from D&D, I'd make the default around 5,000 XP, but encourage groups to move this up or down depending upon how much multiclassing they want, and also where they set the second option. (A character that started as a multiclass concept from the get go would have to pick one class as the first one, and the other starts at the -5000 XP but begins accumulating immediately. More advanced rules might let a character take a hybrid approach, but start each at -2500.) 2. You pay a modest percentage penalty for each class after the first, which increases as you add classes but only applies to the additional ones. So primary class gets 100%, secondary gets 90% (or 85% or 95%), tertiary gets a bit less, and so on. Generally, you can set the order anyway you want, but perhaps only allowed to change between adventures, only after leveling, when you roleplay the new focus, when the DM allows at key moments, or whatever the group decides. The idea here is that you can't just rock along forever at 50/50, which should help create some differences in characters and help with niche protection a bit. (This is after dividing the XP by number of classes, too. So in actual play, would probably use a table where a character with two classes gets 50% primary, 45% secondary, 5% waste, etc.) In such a system, I'd just make hit points, attack bonus, etc. use the gestalt idea from 3.5, and pick only the best of each one from each class. That might mean you use the fighter's hit points even if lower, if his Nd10 works out better than the wizard's Nd6. I'd expect many characters to multiclass eventually, because paying that 5,000 XP premium and dividing the XP with a mild penalty isn't so bad when you are up in the 20,000 XP range. But it would keep multiclassing as primarily a way to round out the concept, as opposed to almost unavoidable power-grab that it could turn into in some variations. [/QUOTE]
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How should multiclassing be handled in 5E?
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