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Multiclass in 5E
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<blockquote data-quote="Zustiur" data-source="post: 5996658" data-attributes="member: 1544"><p>Hmmm. There are many options, and each has its flaws.</p><p>Here's a potential solution which hasn't been mentioned yet:</p><p></p><p>Mix certain AD&D dual class rules with 3E multi-class rules, as follows:</p><p>* You must have greater than X in a primary stat to gain levels in a new class</p><p>* Your XP is only awarded to one class at a time. (This could mean you assign XP from each combat to one class or the other, or it could mean that each time you level up, you choose which class will gain XP next.)</p><p>* You can alternate class each level, just dabble in one then stop, or have a complete change of heart. e.g. frfrfrfrfr, or ffffffrrfffff, or fffffffffrrrrrrrr</p><p>* You gain everything that class would normally give at that level, except HP which are only awarded to the class of the highest level. </p><p></p><p>This provides a lot more flexibility than AD&D multiclassing, without being as harsh as 3E multiclassing could be. It means that a fighter who picks up magic late can become a competent mage in a much more reasonable amount of time. i.e. spell caster classes mix better with non-spell casters than in 3E.</p><p></p><p>However, this method has problems too, particularly around front-loaded class abilities. I suggest including some implementation of Crazy Jerome's idea (5000XP to start multiclassing in the first place), to mitigate that problem. The more heavily front-loaded the class, the more XP you need to earn before you can pick up its first level. It would also result in low HP for evenly distributed classes, especially if they are higher level in their lower HD class.</p><p></p><p></p><p></p><p>Another alternative would be AD&D style multiclassing, but where you divide XP by one extra class.</p><p>Fighter/Mage divides XP by 3. </p><p>Fighter/Mage/Thief divides XP by 4. </p><p>This keeps them deliberately further behind the other characters to mitigate the high-level power issues, but does nothing to alleviate the low level power issues. HP would be divided by the number of classes (fighter wizard rolls both d10 and d4, adds con twice, then divides by 2)</p><p></p><p></p><p>Yet another option would be to simply create multiple XP tables and go with AD&D style multiclassing.</p><p>Single class = 1000, 3000, 6000, 10000, etc as per 3E</p><p>Two classes = 2000, 6600, 13200, 22000, etc (2200 * level)</p><p>Three classes = 3300, 9900, 19800, 33000, etc (3300 * level)</p><p>The point being that this works almost identically to AD&D where you divide xp evenly between your classes, but includes a bit of a penalty without being as drastic as my previous example. The exact numbers would obviously be tweaked with further thought and play testing. This set of numbers would result in a level 8 fighter, adventuring with a level 6/6 Cleric/Wizard, and a 5/5/5 Fighter/mage/thief.</p><p>A comparison for those not familiar; in AD&D 1E, an 8th level fighter would be with a Fgt6/M-U6 and a Clr6/M-U6/Thf6. So you can see that the 2200* and the 3300* has a similar or more significant impact than the exponential XP charts.</p><p>HP as per previous example (divide by number of classes).</p><p></p><p>All of these methods have a common flaw - you don't level up at the same time as the other players. Individual tastes will determine if that is a problem or not. For my games; it wouldn't matter in the slightest.</p><p></p><p></p><p>Another random thought; what if you skipped 1st level when picking up a new class? That way the 'front loading' of proficiencies etc can be ignored, while still allowing you to gain features from the new class. Hmmmm.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5996658, member: 1544"] Hmmm. There are many options, and each has its flaws. Here's a potential solution which hasn't been mentioned yet: Mix certain AD&D dual class rules with 3E multi-class rules, as follows: * You must have greater than X in a primary stat to gain levels in a new class * Your XP is only awarded to one class at a time. (This could mean you assign XP from each combat to one class or the other, or it could mean that each time you level up, you choose which class will gain XP next.) * You can alternate class each level, just dabble in one then stop, or have a complete change of heart. e.g. frfrfrfrfr, or ffffffrrfffff, or fffffffffrrrrrrrr * You gain everything that class would normally give at that level, except HP which are only awarded to the class of the highest level. This provides a lot more flexibility than AD&D multiclassing, without being as harsh as 3E multiclassing could be. It means that a fighter who picks up magic late can become a competent mage in a much more reasonable amount of time. i.e. spell caster classes mix better with non-spell casters than in 3E. However, this method has problems too, particularly around front-loaded class abilities. I suggest including some implementation of Crazy Jerome's idea (5000XP to start multiclassing in the first place), to mitigate that problem. The more heavily front-loaded the class, the more XP you need to earn before you can pick up its first level. It would also result in low HP for evenly distributed classes, especially if they are higher level in their lower HD class. Another alternative would be AD&D style multiclassing, but where you divide XP by one extra class. Fighter/Mage divides XP by 3. Fighter/Mage/Thief divides XP by 4. This keeps them deliberately further behind the other characters to mitigate the high-level power issues, but does nothing to alleviate the low level power issues. HP would be divided by the number of classes (fighter wizard rolls both d10 and d4, adds con twice, then divides by 2) Yet another option would be to simply create multiple XP tables and go with AD&D style multiclassing. Single class = 1000, 3000, 6000, 10000, etc as per 3E Two classes = 2000, 6600, 13200, 22000, etc (2200 * level) Three classes = 3300, 9900, 19800, 33000, etc (3300 * level) The point being that this works almost identically to AD&D where you divide xp evenly between your classes, but includes a bit of a penalty without being as drastic as my previous example. The exact numbers would obviously be tweaked with further thought and play testing. This set of numbers would result in a level 8 fighter, adventuring with a level 6/6 Cleric/Wizard, and a 5/5/5 Fighter/mage/thief. A comparison for those not familiar; in AD&D 1E, an 8th level fighter would be with a Fgt6/M-U6 and a Clr6/M-U6/Thf6. So you can see that the 2200* and the 3300* has a similar or more significant impact than the exponential XP charts. HP as per previous example (divide by number of classes). All of these methods have a common flaw - you don't level up at the same time as the other players. Individual tastes will determine if that is a problem or not. For my games; it wouldn't matter in the slightest. Another random thought; what if you skipped 1st level when picking up a new class? That way the 'front loading' of proficiencies etc can be ignored, while still allowing you to gain features from the new class. Hmmmm. [/QUOTE]
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