Sorry, this is rather long, but it all ties into how I run race, class, and multi-/dual-classing IMC.
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Multi-classing and Dual-Classing (House, influenced by PHB 1e, Gygax, 1978 and CZY, Gygax, 2005)
Multi-classing and dual-classing work much like they did in 1e AD&D. Demi-humans may multi-class; Humans may dual-class. Multi-class choices are limited based on race (see following page). Dual-classing combinations, allowed only to humans, are different: they are only limited by alignment, as dual-classing essentially implies a change of career. However, the road to dual-classing is more costly, difficult, and requires special circumstances. Other circumstances may arise, too -- should a paladin fall from grace and become a lowly thief, he will lose all his paladin benefits. There are other considerations that should also be planned, such as multi-classing with cleric as part of the multi-class. If the second class is a thief, for example, then the character should primarily worship a deity related to thievery.
Multi-classed Characters (Demi-Humans).
1. Abide by racial/class restrictions found in below charts.
2. Classes chosen must correspond to a prime attribute.
3. Experience points are apportioned between classes, as per the DMs discretion.
4. Once enough experience is gained for 1 class to raise, that class is raised a level.
5. When advancing a class level, the appropriate HD type is rolled, add Con modifier (if any), and then divide by total number of classes. Fractions 0.50 or > round up. Fractions round up. Fractions < 0.50 round down. (Note: a 1 point minimum gain is recognized)
7. Multi-classed characters take the best Base To Hit bonus of their classes.
8. Multi-classed characters use the least restrictive weapons list of their classes.
9. Multi-classed characters use the most restrictive armor list of their classes.
10. Multi-classed characters use their highest level for determining saving throws and attribute checks
Dual-classed Characters (Humans).
1. The character must be human and must start with one class.
2. Character must progress at least one level in starting class before adding an additional class.
3. Barring alignment restrictions, any class may be added, but prime attributes must correspond.
4. Up to three classes may be selected throughout ones career.
5. Before adding a new class, a character must undergo training. Before taking the new class, he must earn double the experience points required for that new class to reach second level. (Example: Berek the barbarian wishes to become a cleric of the deity, Llerg. He is a 3rd level barbarian now. To become a 1st level cleric, he must train under ecclesiastic supervision and gain 4502 experience points.) Furthermore, while training, the character must obey all the restrictions of being dual-classed. During this period of training, the character may attempt to use some of the new classs abilities (per the DMs discretion) with major penalties. (Perhaps Berek may attempt an orison.)
6. Once a level in the new class is attained, experience points between the two classes are apportioned as per the DMs discretion.
7. Dual-classed characters add their class levels together when determining saving throws and attribute checks.
8. Refer to #5 - #9 in the above multi-classing rules.
Race and Subrace Adjustments
(1e Unearthed Arcana, Gygax, 1985, 1e Monster Manual, Gygax, 1977; C&C M&T, House)
Each race in the Castles & Crusades Players Handbook lists typical classes. These should be considered the only classes available to those races; however, exceptions may made. Also, sub-races may possess variant attribute adjustments (see below).
Dwarves. Hill dwarves and mountain dwarves, despite being physically and culturally different, enjoy identical benefits; thus the PHB entry covers both subraces. A dwarf may be a fighter, thief, barbarian, cleric, bard, or fighter/thief, fighter/cleric. Dwarvish wizards do exist, but are extremely rare, serving as enchanters of weapons, armor, and artifacts; not adventurers.
Elves. Elves are the most divergent of races, and as such have the most variation in cultural and statistical details.
High elf: Available classes include: knight, cleric, druid, fighter, ranger, wizard, thief, assassin, fighter/wizard, thief/wizard, fighter/thief, cleric/thief, cleric/wizard, cleric/fighter.
Gray elf: +1 intelligence replaces +1 dexterity. Available classes include: knight, cleric, druid, fighter, ranger, wizard, thief, assassin, fighter/wizard, thief/wizard, fighter/thief, cleric/thief, cleric/wizard, cleric/fighter.
Wood elf: +1 strength replaces +1 dexterity. Wood elves may speak elvish, common, treant, and the tongue of woodland mammals. When in naturally wooded areas, a wood elf cannot be tracked, as per the spell pass without trace. In addition, they gain a +2 bonus to any hide checks while in a forest. Available classes include: cleric, druid, fighter, ranger, wizard, thief, assassin, fighter/wizard, thief/wizard, fighter/thief, cleric/thief, cleric/wizard, cleric/fighter.
Wild elf: +1 strength replaces +1 dexterity. Wild elves speak elvish exclusively, though a PC wild elf may speak a little common. Wild elves deal with woodlands mammals as if an animal friendship spell was in operation. Available classes include: druid, fighter, thief, assassin, fighter/thief.
Dark elf: Drow have darkvision at a range of 120 feet (replaces twilight vision). All drow have the following spell-like abilities at first level: dancing lights (1/day), darkness, 5 radius (1/day), faerie fire (1/day). At fourth level: detect magic (1/day), know alignment (1/day), and levitate (1/day). Female drow also gain the following at fourth level: clairvoyance (1/day), detect lie (1/day), suggestion (1/day), and dispel magic (1/day). Drow are more adept at fighting with two weapons, and as such incur penalties of -2 and -5 when fighting with two weapons (as opposed to the standard -3 and -6).
Drow lose the elven ability to move silently in wilderness. Drow lose the elven bonus of Weapon Training with swords and bows. Daylight (exposure to sun light) and spells such as daylight affect drow as follows for the duration that they are exposed: -2 dexterity, all attacks at -2 to hit, and opponents saves versus the drow are made at a +2. The relatively dim light given off by such sources as torches, lanterns, magic weapons, light spells, and faerie fire spells does not adversely affect a dark elf.
Drow speak the common tongue, undercommon, elvish, and gnomish languages. In addition, dark elves speak the silent tongue of subterranean dwellers, a language of hand signals and gestures, combined with facial expressions and body language. Available classes include: knight, cleric, fighter, ranger, wizard, thief, assassin, fighter/wizard, thief/wizard, fighter/thief, cleric/thief, cleric/wizard, cleric/fighter. NOTE: Drow player characters should expect to be hunted and, if possible, killed by other elves. The player should expect assassination attempts and open challenges to the death from all other elvish races..
Gnomes. Only surface gnomes (rock gnomes) are available for play, and they may be a fighter, thief, illusionist, druid, bard, fighter/thief, fighter/illusionist, thief/illusionist, thief/bard, illusionist/bard.
Half-elves. The half-elf of human lineage is the only race which is to be allowed to triple multi-class upon character creation. Prime attributes must coincide with class requirements, the third of which must be the half-elfs bonus secondary attribute. A half elf may be any class, including the following multi-classes: fighter/wizard, thief/wizard, fighter/thief, cleric/thief, cleric/wizard, cleric/fighter, druid/ranger, fighter/wizard/cleric, fighter/wizard/thief, cleric/wizard/thief.
Half-high elf: Standard as depicted in the PHB for both human and elvish lineage types.
Half-wood elf: If elvish lineage is chosen, +1 strength replaces +1 dexterity.
Halflings. The three halfling subraces, outside of physical and cultural differences, are nearly identical in ability, with the following exceptions: hairfeet enjoy an extra luck point every level (see Luck Points above); stouts can determine depth and direction underground, much like a dwarf, and have 60 deepvision; and tallfellows have darkvision to a range of 30, and are the only halflings that may speak the sylvan language. Halflings may be fighter, ranger, thief, cleric, druid, bard, fighter/thief, cleric/thief.
Humans. Each subrace of humanity, although physically and culturally different, are each as presented in the PHB. Humans may not multi-class. Humans may dual-class to up to three character classes, following the dual-class rules.
multiclass rules
- Combat_Kyle
- Ulthal
- Posts: 737
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Nice write up Ghul, good work.
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CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
I would do multi-classing almost exactly as 2e described it, in terms of mechanics. However, there are some caveats that I would use in my own campaign...
Multiclassing is only available at 1st/2nd level
This means that barring hugely differing experience tables, the classes involved would progress closely together.
Any race can multiclass
This keeps things simple. I see no reason to restrict humans from doing it, there are plenty of literary examples. And let's face it, C&C is all about keeping things simple. Experience is divided evenly between the classes
This keeps the classes at least close together, and I don't want to go down the road of 'how much of this XP should be given to class 1 or class2'?
Certain races and classes are restricted
This is purely for the feel of my campaign. I don't like esoteric combinations, despite the rationale. I'm all for 'willing suspension of disbelief', but some of these combos destroy that for me.
Apart from that, the rest is pretty obvious: best saves, best weapons, worst armour and so on.
Multiclassing is only available at 1st/2nd level
This means that barring hugely differing experience tables, the classes involved would progress closely together.
Any race can multiclass
This keeps things simple. I see no reason to restrict humans from doing it, there are plenty of literary examples. And let's face it, C&C is all about keeping things simple. Experience is divided evenly between the classes
This keeps the classes at least close together, and I don't want to go down the road of 'how much of this XP should be given to class 1 or class2'?
Certain races and classes are restricted
This is purely for the feel of my campaign. I don't like esoteric combinations, despite the rationale. I'm all for 'willing suspension of disbelief', but some of these combos destroy that for me.
Apart from that, the rest is pretty obvious: best saves, best weapons, worst armour and so on.
Quote:
Multiclassing is only available at 1st/2nd level
This means that barring hugely differing experience tables, the classes involved would progress closely together.
Not a bad idea. I usually require MCs to start that way, unless of course it is a human who wishes to dual-classs.
Quote:
Any race can multiclass
This keeps things simple. I see no reason to restrict humans from doing it, there are plenty of literary examples. And let's face it, C&C is all about keeping things simple.
It doesn't complicate my game. Demi-humans may multi-class; humans may dual-class. I enjoy this, but of course, YMMV.
Quote:
Experience is divided evenly between the classes
This keeps the classes at least close together, and I don't want to go down the road of 'how much of this XP should be given to class 1 or class2'?
I keep three colums on my XP chart each week for each multi-class player. The columns are: class1 / class2 / general. Most of the XP will go into general, but if we have, say, a thief/magic-user who has just picked a difficult lock and bypassed a deadly trap, then I will give him extra XP on his thief side. Of course, adventure goals, killing stuff, solving stuff, etc. all goes into my "general" column.
I realize most folks don't do it this way, and I'm only complicating it a bit more for myself, but I like the idea that characters who practice the skills of one class more than another may be greter rewarded for it on a case by case basis.
Quote:
Certain races and classes are restricted
This is purely for the feel of my campaign. I don't like esoteric combinations, despite the rationale. I'm all for 'willing suspension of disbelief', but some of these combos destroy that for me.
Same here. Which is why I brought back the 1e method in my game, with a few additions and C&C adjustments. For example, I allow only the half-elf to be triple-classed, and it must be the human lineage half-elf, so as to accomodate the 2.5 primes.
Take care,
--Ghul
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james_austintx
- Mist Elf
- Posts: 22
- Joined: Mon Jul 03, 2006 7:00 am
Some kind of multi-class rules where posted on DF, not sure what they are from though.
http://www.dragonsfoot.org/php/archive. ... atchfile=0
http://www.dragonsfoot.org/php/archive. ... atchfile=0
Unfortunately, the Official "Ir-Rada" does not contain the rules. It may be a good idea to have them added, but it is not likely to happen until after Steve says he is finished with the CKG which has top priority. I'll see if I can't get them to you some other way.
PM me an email address, please.
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Serl's Corner
PM me an email address, please.
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- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
I posted this in the other thread... my version of multiclassing works almost identical in manner to what TLG gave in the newest printing of the PHB:
http://www.arcanacreations.com/extras/a ... assing.pdf
When I have more time, I'll be happy to outline the differences between the two (probably this weekend).
M
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http://www.arcanacreations.com/extras/a ... assing.pdf
When I have more time, I'll be happy to outline the differences between the two (probably this weekend).
M
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