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  1. #1
    Kevin Knowlton
    Guest

    Multi / Double Class Alternates

    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.

  2. #2
    Gary V. Foss
    Guest

    Multi / Double Class Alternates

    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

  3. #3
    Tim Nutting
    Guest

    Multi / Double Class Alternates

    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

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