Where are the Multiclass rules?

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Harry Joy
Ulthal
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Post by Harry Joy »

TheNewGuy wrote:
Is there any consensus of opinion on which multiclass system mentioned here is the most balanced?

Balanced? C&C characters aren't balanced in the first place, except for the XP progression. The reason I didn't like the multi-classing options in Crusader was because I felt they progressed too quickly. The Krombach rules don't change the imbalance at low levels, my first level Wizard/Rogue was downright vicious, but it all evens out in time since the multiclass character using his XP progression takes FOREVER to level up. And I prefer it that way.

serleran
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Post by serleran »

Yeah, as a design team, we decided it was most balanced to leave it out. ;)

TheNewGuy
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Post by TheNewGuy »

serleran wrote:
Yeah, as a design team, we decided it was most balanced to leave it out.

I begin to see why. It's one of those things better left to house-ruling, as a definitive answer risks alienating as many as it pleases.

I can't help but be grateful that the Castle Keeper's Guide is billing its additional rules material as Optional, and I can't help but wonder if it should be subtitled "A Book Designed To Start Arguments"
As we have it now, by leaving certain things out, the C&C rules require those who want more rigid detail to bring it themselves.

Thus, C&C remains a universal fantasy rpg game which appeals to a broad base of players who are actually playing a wide variety of (often incompatible) custom-tailored games.

Much like the D&D which inspired it, once C&C starts adding a lot more hard and fast Official(tm) rules, it risks losing the one thing which separates it from all the rest of its competitors -- its versatility and adaptability.

TheNewGuy
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Jackal
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Post by Jackal »

Hehe...I'm forced to agree with my fellow play-testers; we were never able to agree on anything when it came to multi-classing. Not even whether to leave it out or not.
I can, however, break down the three systems which TLG has put in print (excluding the melded class method) as I see them.

Davis' system in Crusader 4 is simple and works very well. It's only real flaw as I see it is a lack of a dual-class option. I also don't like how the hit dice for three class combinations come out or the ability to have more than one class from the same prime (allows too much bang for too few bucks in my mind).

My system from Crusader 4 is more complex which can cause some headaches. It also doesn't allow for three class combinations unless you dual-class (and take huge xp penalties). It hands out more hit points than Davis' but has more restrictions on combinations, number of classes, etc.

Gary's system found in CZ reminds me a lot of the 2e AD&D system without racial level limits. It's probably the most complex of the three and stacks up about the same as mine in terms of what it does and doesn't allow. I'm not sure, but I think Gary's might allow for faster advancement (it certainly allows for some classes to advance faster since you can go up in one while still working on the other).

So, if you really want to use multi-classing your best bet is to skip balanced and go for the one that works best in your game for whatever reason. And if that one doesn't exist...meld, mesh, or toss out the window and make up something that does.

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