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Kevin Knowlton
09-05-1998, 06:08 PM
Just a thought about the idea of changing the rules on Multi and Double
Classed Characters. I allow Humans to be Multi-Classed but they must adopt
the Half-elven Level Limitations. I also allow Elves & Dwarves to be Double
Classed but they do not get the benefit of the bonus Level Limitations
listed on page 23 of the DMG. This has worked nicely for a number of years
in my Campaign.

Gary V. Foss
09-06-1998, 12:00 PM
Kevin Knowlton wrote:

> Just a thought about the idea of changing the rules on Multi and Double
> Classed Characters. I allow Humans to be Multi-Classed but they must adopt
> the Half-elven Level Limitations. I also allow Elves & Dwarves to be Double
> Classed but they do not get the benefit of the bonus Level Limitations
> listed on page 23 of the DMG. This has worked nicely for a number of years
> in my Campaign.

This is an interesting solution. Do you require the characters to abide by the
ability score minimums for dual classing? Those seem particularly harsh to
me...

Gary

Tim Nutting
09-07-1998, 08:34 AM
I have never seen the reason to force an individual to abide by stat
restrictions for dual classing when the multi-classed character must only meet
the minimum requirements. Why should it be harder completely switch careers as
opposed to blending them? Yeah, you'll make a few mistakes at first, but
anyone who is above the status of moron can figure out that it's a new job.

In retrospect to my earlier statements about dual- and multi- classing I had
settled years ago on the solution that the only allowed multiple class solution
was dual-classing, max of three classes. PC could switch almost at will
between classes, merely had to state a switch of focus during the break in
which he or she trained for a level-up. I also discarded level limits and
super high statistical requirements, instead settling on a +2 prime req mod for
class 2 and a +4 prime req mod for class 3. Mutually exclusive classes were
disallowed. I.E. a Paladin and a Thief, a Ranger and a Druid (alignment
restrictions - though not in BR).

Subsequently training became mandatory, with training ceasing at 7th level.
Trainers had to be 2 levels above their students. Training cost varied, and
depended upon the economics of a given realm and campaign. Where gold is equal
to $1 (rough) I used 1/2 the XP difference between current level and aspiring
level. Time: 1 week per level advanced. A trainer could handle
simultaneously a number of student levels equal to his average WIS and INT.
(PO: INT/Kno & WIS/Wil.)

Saving Throws:
Use best. Saving throws are the result of mostly natural inclinations,
reaction, and training. It is stupid to perform at a level lest than your best
when your life is in danger.

Weapon Use - Non-Proficiency Penalty:
Use least damaging. Again, each class breeds an inante familiarity with a host
of weapons.

Weapon Use - THAC0:
Use whatever THAC0 weapon was last trained at. If a DC fighter/mage were to
learn a sword, a bow, and an axe as weapons of proficiency as a fighter, his
training would have been done by fighters, and his attacks and defenses would
be tied to such. Skills gained as the wizard are tied to that. If the
character advances to 6th as a wizard and gains another slot, it would be
taught by wizards, and thus the Wizard THAC0 would apply. I would allow the
character to save this slot until he met up with a firghter to train him, but
only after he had switched back to being a fighter

XP Penalty:
None. No action is outside the character's experience, but all class
limitations still apply.

Later all:
Tim Nutting