Favorite Multi-Classing Rules
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The Pugilist
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Favorite Multi-Classing Rules
So I know that they are not included in the core book, but are easily added in.
I am aware of Mr. Gygax's free pdf and the one on Dragonfoot (which are similar but do have some differences). They both seem like good updates to old-school multi-classing but with more freedom than before.
Which one out there is your favorite and why? Are there any that resemble 3.5ed multi-classing? Has anyone done any gestalt (3.5 Unearthed Arcana option) rules?
Thanks!
I am aware of Mr. Gygax's free pdf and the one on Dragonfoot (which are similar but do have some differences). They both seem like good updates to old-school multi-classing but with more freedom than before.
Which one out there is your favorite and why? Are there any that resemble 3.5ed multi-classing? Has anyone done any gestalt (3.5 Unearthed Arcana option) rules?
Thanks!
I prefer to create new classes. It is both more precise (regarding what the player actually wants) and more flexible. So, to answer: I prefer my own methods, since I recall being the only person to post "rules" for class creation.
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The Pugilist
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- gideon_thorne
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I'm using something that combines the rules for M&T magic item creation (as per special abilities and magic and the like) that cost xp and Gary's background skill bundles linked on the Support page on the TLG site.
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"We'll go out through the kitchen!" Tanis Half-Elven
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"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
Probably needless to say, but I use the "Multiclasses as Classes" system from Crusader mag (#5 and 6 I think). Basically it makes a new class out of the two classes the person wishes to MC in.
I did up a similar version for 1E AD&D on dragonsfoot.org in the Footprints e-zine, but can't recall the issue #. Its easier IMO as it not only allows uniform advancement (no Fighter 5 MU 3 crap) but allows a new theme and occaisonally new abilities.
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Always remember, as a first principle of all D&D: playing BtB is not now, never was and never will be old school.- Tim Kask, Dragonsfoot
I did up a similar version for 1E AD&D on dragonsfoot.org in the Footprints e-zine, but can't recall the issue #. Its easier IMO as it not only allows uniform advancement (no Fighter 5 MU 3 crap) but allows a new theme and occaisonally new abilities.
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- DangerDwarf
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sieg wrote:
Probably needless to say, but I use the "Multiclasses as Classes" system from Crusader mag (#5 and 6 I think). Basically it makes a new class out of the two classes the person wishes to MC in.
I did up a similar version for 1E AD&D on dragonsfoot.org in the Footprints e-zine, but can't recall the issue #. Its easier IMO as it not only allows uniform advancement (no Fighter 5 MU 3 crap) but allows a new theme and occaisonally new abilities.
I've got a player running a Charlatan PC class from your Crusader article. Working out great so far. He just made lvl 3. Demoralizes the kobolds when that weak little halfling in the leather armor, suddenly shoots magic missiles into their leader's chest! fun stuff.
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Sweet! Yeah, the Charletain is one of my faves; with Warcaster a close second. What level is the rest of the party?
I know one gripe with my system is that it takes longer to level up than the "normal" classes; but IMO you want the bennies ya gotta pay the piper.
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Always remember, as a first principle of all D&D: playing BtB is not now, never was and never will be old school.- Tim Kask, Dragonsfoot
I know one gripe with my system is that it takes longer to level up than the "normal" classes; but IMO you want the bennies ya gotta pay the piper.
_________________
Always remember, as a first principle of all D&D: playing BtB is not now, never was and never will be old school.- Tim Kask, Dragonsfoot
sieg wrote:
Sweet! Yeah, the Charletain is one of my faves; with Warcaster a close second. What level is the rest of the party?
I know one gripe with my system is that it takes longer to level up than the "normal" classes; but IMO you want the bennies ya gotta pay the piper.
Well, we fudged the level a bit. I've only got 3 players at the moment and this player was playing two characters, a 3rd lvl rogue and a 2nd lvl wizard. We agreed that was not working very well, he's too new a player to RPGs to handle running two characters. But I wanted to keep the party strong enough to handle Upper Works. So I made him 3rd lvl Charlatan, while the other two players are 2nd. But the Charlatan's XP will be frozen until the other two catch up then all will rise in levels normally. Odd I guess but everyone agreed and the play has improved since this guy now only plays one PC and not two. I am worried a bit that his slow leveling will be an issue later especially as this is a small party, but for now it's working well.
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anonymous
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Lord Dynel
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I basically use the 1e rules for multi-classing:
I don't plan to dual-class at the moment.
Pick two or three classes at 1st level - primes must correspond with the classes you wish to multi-class in (yes, that means that only humans can 3-class)
All experience is divided by the number of classes.
When a level is gained, roll for hit points for the class level gained, add constitution modifier, and divide that number by the number of classes the character has.
Characters use the more restrictive armor allowed, but the least restrictive weapons allowed.
When saves or checks are concerned and class levels are different, a character uses the highest level to determine class level added to saves and checks.
I'm considering adding a 10% penalty for two-class multiclassing and a 15% penalty for three-class multiclassing, but have not done so yet. I don't have any multiclassers, so I've got time to mull that over. My thinking is that juggling multiple classes should be more difficult, hence the penalty.
You really believe that, Tenser? I've never thought that, except in 3.x. I've never seen the Ftr/M-U as disadvantaged in 1st or 2nd, but maybe that's only me.
I don't plan to dual-class at the moment.
Pick two or three classes at 1st level - primes must correspond with the classes you wish to multi-class in (yes, that means that only humans can 3-class)
All experience is divided by the number of classes.
When a level is gained, roll for hit points for the class level gained, add constitution modifier, and divide that number by the number of classes the character has.
Characters use the more restrictive armor allowed, but the least restrictive weapons allowed.
When saves or checks are concerned and class levels are different, a character uses the highest level to determine class level added to saves and checks.
I'm considering adding a 10% penalty for two-class multiclassing and a 15% penalty for three-class multiclassing, but have not done so yet. I don't have any multiclassers, so I've got time to mull that over. My thinking is that juggling multiple classes should be more difficult, hence the penalty.
Quote:
otherwise the good old Elven Fighter / Magic-User, er, I mean Fighter / Wizard is nerfed.
You really believe that, Tenser? I've never thought that, except in 3.x. I've never seen the Ftr/M-U as disadvantaged in 1st or 2nd, but maybe that's only me.
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Tenser's Floating Disk wrote:
Armour friendly ones from Crusader... otherwise the good old Elven Fighter / Magic-User, er, I mean Fighter / Wizard is nerfed.
The PCs IMC are currently:
Druid1/Ranger1
Fighter1/Cleric1
Fighter1/Illusionist1
Wizard1/Rogue2
FWIW, the two MU-types are unable to wear armor (at least when spell casting), but so far they've been OK. The multi-classed Illusionist is primarily an archer and it's not like the Wiz/Rogue could wear heavy armor anyway.
The F/C is the party's tank and the D/R backs him up pretty well. The Mage-types tend to fire arrows, throw daggers, or use spells like Magic Missile & Color Spray, avoiding melee when they can.
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The Pugilist
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The Pugilist
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Quote:
Why aren't you posting the full version any more?
It has been submitted as a possible inclusion for the Castle Keeper's Guide, so it is now covered by a non-disclosure agreement which means I am legally obligated to not make it public. It also means that anyone who does have it is forbidden from distributing it.
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The Pugilist wrote:
How I wish that Crusader magazine was sold in PDF format.
It is.
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Crusader Issues 1 thru 8 are available from RPGNow. That's how I have been getting mine.
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"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
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Lord Aladar
Warden of the Welk Wood
Baron of the Castles & Crusades Society
The Poster formerly known as Alwyn
Senior Gamer - Member of the Senior RPG Tour
"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
http://www.cncsociety.org/
Warden of the Welk Wood
Baron of the Castles & Crusades Society
The Poster formerly known as Alwyn
Senior Gamer - Member of the Senior RPG Tour
"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
http://www.cncsociety.org/
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The Pugilist
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serleran wrote:
It has been submitted as a possible inclusion for the Castle Keeper's Guide, so it is now covered by a non-disclosure agreement which means I am legally obligated to not make it public. It also means that anyone who does have it is forbidden from distributing it.
Well then I won't ask for it, and good luck with the selection process.
I'm planning on getting the CKG in any case, so that works out for me.
Also, great news that at least some of the Crusader issues are in PDF format. I'll be picking up at least a few of them. Hope the other issues end up available online too.
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anonymous
bighara wrote:
The PCs IMC are currently:
Druid1/Ranger1
Fighter1/Cleric1
Fighter1/Illusionist1
Wizard1/Rogue2
FWIW, the two MU-types are unable to wear armor (at least when spell casting), but so far they've been OK. The multi-classed Illusionist is primarily an archer and it's not like the Wiz/Rogue could wear heavy armor anyway.
The F/C is the party's tank and the D/R backs him up pretty well. The Mage-types tend to fire arrows, throw daggers, or use spells like Magic Missile & Color Spray, avoiding melee when they can.
So basically functioning just like single classed wizards, only with arrows.
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Lord Dynel
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I wrote:
I basically use the 1e rules for multi-classing:
I don't plan to dual-class at the moment.
Pick two or three classes at 1st level - primes must correspond with the classes you wish to multi-class in (yes, that means that only humans can 3-class)
All experience is divided by the number of classes.
When a level is gained, roll for hit points for the class level gained, add constitution modifier, and divide that number by the number of classes the character has.
Characters use the more restrictive armor allowed, but the least restrictive weapons allowed.
When saves or checks are concerned and class levels are different, a character uses the highest level to determine class level added to saves and checks.
bighara wrote:
And swords, and better BtH, and better HD/HP, and -in one case- rogue skills (back attack, sneaking, etc.).
Yes, I forgot about that part...I use the best BtH, too, between classes.
Quote myself FTW!
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.