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General Tabletop Discussion
*Dungeons & Dragons
Should One D&D bring but Dual Classing
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<blockquote data-quote="tetrasodium" data-source="post: 8799011" data-attributes="member: 93670"><p>I too think that 5e MC is more like 2e's "dual classing" than 2e's multiclassing but had to double check to be sure of specifics. </p><p></p><p>This is probably the intention</p><p>[spoiler="2e multiclassing"]</p><p>Multi-Class and </p><p>Dual-Class </p><p>Characters</p><p></p><p>A multi-class character </p><p>improves in two or more </p><p>classes simultaneously. His </p><p>experience is divided equally </p><p>bet ween each class. The </p><p>available class combinations </p><p>vary according to race. The character can use the abilities of </p><p>both classes at any time, with only a few restrictions. Only </p><p>demihumans can be multi-class characters.</p><p> A dual-class character is one who starts with a single class, </p><p>advances to moderate level, and then changes to a second </p><p>character class and starts over again. The character retains the </p><p>benefits and abilities of the first class but never again earns </p><p>experience for using them. There are some limitations on </p><p>combining the abilities of the two classes but, as long as </p><p>minimum ability and alignment requirements are met, there </p><p>are no restrictions on the possible character class combina-</p><p>tions. Only humans can be dual-class characters.</p><p></p><p>Multi-Class Combinations </p><p> All of the standard demihuman races are listed here</p><p>along with their allowable multi-class combinations. Note</p><p>that the character class names (not group names) are used</p><p>below.</p><p>Dwarf Halfling</p><p>Fighter/Thief Fighter/Thief</p><p>Fighter/Cleric</p><p> Half-elf</p><p>Elf Fighter/Cleric*</p><p>Fighter/Mage Fighter/Thief</p><p>Fighter/Thief Fighter/Mage</p><p>Mage/Thief Cleric*/Ranger</p><p>Fighter/Mage/Thief Cleric*/Mage</p><p> Thief/Mage </p><p>Gnome Fighter/Mage/Cleric*</p><p>Fighter/Cleric</p><p>Fighter/Illusionist * or Druid</p><p>Fighter/Thief</p><p>Cleric/Illusionist </p><p>Cleric/Thief</p><p>Illusionist/Thief</p><p> Specialist wizards cannot be multi-class (gnome illusion-</p><p>ists are the exception to this rule). The required devotion to </p><p>their field prevents specialist wizards from applying them-</p><p>selves to other classes. Priests of a specific mythos might be </p><p>allowed as a multi-class option; this will depend on the nature </p><p>of the mythos as determined by the DM.</p><p>Multi-Class Benefits and Restrictions</p><p> A multi-class character always uses the most favorable com-</p><p>bat value and the best saving throw from his different classes.</p><p> The character’s hit points are the average of all his Hit Dice </p><p>rolls. When the character is first created, the player rolls hit </p><p>points for each class separately, totals them up, then divides </p><p>by the number of dice rolled (round fractions down). Any </p><p>Constitution bonus is then added to the character’s hit points. </p><p>If one of the character’s classes is fighter and he has a Consti-</p><p>tution of 17 or 18, then he gains the +3 or +4 Constitution </p><p>bonus available only to warriors (instead of the +2 maximum </p><p>available to the other character classes).</p><p> Later the character is likely to gain levels in different classes </p><p>at different times. When this happens, roll the appropriate Hit </p><p>Die and divide the result by the number of classes the charac-</p><p>ter has (round fractions down, but a Hit Die never yields less </p><p>than 1 hit point). The character’s Constitution bonus is split </p><p>between his classes; thus, a fighter/mage gets half of his Con </p><p>bonus when he goes up a level as a fighter and the other half </p><p>of the Con bonus when he goes up a level as a mage. A </p><p>fighter/mage/thief would get one-third of his bonus when he </p><p>goes up as a fighter, one-third when he goes up as a mage, and </p><p>the other third when he goes up as a thief.</p><p> If the optional proficiency system is used, the character </p><p>starts with the largest number of proficiency slots of the differ-</p><p>ent classes. Thereafter, he gains new proficiency slots at the </p><p>fastest of the given rates. To determine the character’s initial </p><p>money, roll according to the most generous of the character’s </p><p>different classes.</p><p> Multi-class characters can combine abilities from their dif-</p><p>ferent classes with the following restrictions:</p><p> Warrior: A multi-classed warrior can use all of his abilities </p><p>without restriction. The warrior abilities form the base for </p><p>other character classes.</p><p> Priest: Regardless of his other classes, a multi-classed priest </p><p>must abide by the weapon restrictions of his mythos. Thus, a </p><p>fighter/cleric can use only bludgeoning weapons (but he uses the </p><p>warrior combat value). He retains all his normal priest abilities.</p><p> Wizard: A multi-classed wizard can freely combine the </p><p>powers of the wizard with any other class allowed, although </p><p>the wearing of armor is restricted. Elves wearing elven chain </p><p>can cast spells in armor, as magic is part of the nature of </p><p>elves. However, elven chain is extremely rare and can never </p><p>be purchased. It must be given, found, or won.</p><p> Thief: A multi-classed thief cannot use any thieving abilities </p><p>other than open locks or detect noise if he is wearing armor that </p><p>is normally not allowed to thieves. He must remove his gaunt-</p><p>lets to open locks and his helmet to detect noise.</p><p>[/spoiler]</p><p></p><p>I think basic might have had a simplified version but don't remember or have the book to check against. 4e multic;assing has been mentioned but those were more like classes of their own (I think).</p><p></p><p></p><p>The shift from class for building prereqs ->one or more PrC with notable prerequisites to class+archetype with nearly nonexistant attrib <strong>≥</strong>13 prereq creates a lot of problems when it comes to classes needing to balance being interesting enough at level 1 & feeling like a player is getting into their class/archetype niche at a reasonable pace against the warlock type problem of being so frontloaded they are more valuable as a dip than a class. Shifting from 5e's multiclassing with its similarities to 2e dual classing & 3.x MC over to something with more in common with 2e style multiclassing would solve a lot of these problems. That kind of shift would also avoid "surprise I'm now a X" disruptions where a character takes a dip or moves to a new class & completely reinvents themselves</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8799011, member: 93670"] I too think that 5e MC is more like 2e's "dual classing" than 2e's multiclassing but had to double check to be sure of specifics. This is probably the intention [spoiler="2e multiclassing"] Multi-Class and Dual-Class Characters A multi-class character improves in two or more classes simultaneously. His experience is divided equally bet ween each class. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions. Only demihumans can be multi-class characters. A dual-class character is one who starts with a single class, advances to moderate level, and then changes to a second character class and starts over again. The character retains the benefits and abilities of the first class but never again earns experience for using them. There are some limitations on combining the abilities of the two classes but, as long as minimum ability and alignment requirements are met, there are no restrictions on the possible character class combina- tions. Only humans can be dual-class characters. Multi-Class Combinations All of the standard demihuman races are listed here along with their allowable multi-class combinations. Note that the character class names (not group names) are used below. Dwarf Halfling Fighter/Thief Fighter/Thief Fighter/Cleric Half-elf Elf Fighter/Cleric* Fighter/Mage Fighter/Thief Fighter/Thief Fighter/Mage Mage/Thief Cleric*/Ranger Fighter/Mage/Thief Cleric*/Mage Thief/Mage Gnome Fighter/Mage/Cleric* Fighter/Cleric Fighter/Illusionist * or Druid Fighter/Thief Cleric/Illusionist Cleric/Thief Illusionist/Thief Specialist wizards cannot be multi-class (gnome illusion- ists are the exception to this rule). The required devotion to their field prevents specialist wizards from applying them- selves to other classes. Priests of a specific mythos might be allowed as a multi-class option; this will depend on the nature of the mythos as determined by the DM. Multi-Class Benefits and Restrictions A multi-class character always uses the most favorable com- bat value and the best saving throw from his different classes. The character’s hit points are the average of all his Hit Dice rolls. When the character is first created, the player rolls hit points for each class separately, totals them up, then divides by the number of dice rolled (round fractions down). Any Constitution bonus is then added to the character’s hit points. If one of the character’s classes is fighter and he has a Consti- tution of 17 or 18, then he gains the +3 or +4 Constitution bonus available only to warriors (instead of the +2 maximum available to the other character classes). Later the character is likely to gain levels in different classes at different times. When this happens, roll the appropriate Hit Die and divide the result by the number of classes the charac- ter has (round fractions down, but a Hit Die never yields less than 1 hit point). The character’s Constitution bonus is split between his classes; thus, a fighter/mage gets half of his Con bonus when he goes up a level as a fighter and the other half of the Con bonus when he goes up a level as a mage. A fighter/mage/thief would get one-third of his bonus when he goes up as a fighter, one-third when he goes up as a mage, and the other third when he goes up as a thief. If the optional proficiency system is used, the character starts with the largest number of proficiency slots of the differ- ent classes. Thereafter, he gains new proficiency slots at the fastest of the given rates. To determine the character’s initial money, roll according to the most generous of the character’s different classes. Multi-class characters can combine abilities from their dif- ferent classes with the following restrictions: Warrior: A multi-classed warrior can use all of his abilities without restriction. The warrior abilities form the base for other character classes. Priest: Regardless of his other classes, a multi-classed priest must abide by the weapon restrictions of his mythos. Thus, a fighter/cleric can use only bludgeoning weapons (but he uses the warrior combat value). He retains all his normal priest abilities. Wizard: A multi-classed wizard can freely combine the powers of the wizard with any other class allowed, although the wearing of armor is restricted. Elves wearing elven chain can cast spells in armor, as magic is part of the nature of elves. However, elven chain is extremely rare and can never be purchased. It must be given, found, or won. Thief: A multi-classed thief cannot use any thieving abilities other than open locks or detect noise if he is wearing armor that is normally not allowed to thieves. He must remove his gaunt- lets to open locks and his helmet to detect noise. [/spoiler] I think basic might have had a simplified version but don't remember or have the book to check against. 4e multic;assing has been mentioned but those were more like classes of their own (I think). The shift from class for building prereqs ->one or more PrC with notable prerequisites to class+archetype with nearly nonexistant attrib [B]≥[/B]13 prereq creates a lot of problems when it comes to classes needing to balance being interesting enough at level 1 & feeling like a player is getting into their class/archetype niche at a reasonable pace against the warlock type problem of being so frontloaded they are more valuable as a dip than a class. Shifting from 5e's multiclassing with its similarities to 2e dual classing & 3.x MC over to something with more in common with 2e style multiclassing would solve a lot of these problems. That kind of shift would also avoid "surprise I'm now a X" disruptions where a character takes a dip or moves to a new class & completely reinvents themselves [/QUOTE]
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