Multi classing and it's purpose
May 8, 2016 11:02:17 GMT -5
Admin Pete, magremore, and 2 more like this
Post by bestialwarlust on May 8, 2016 11:02:17 GMT -5
It seems that multi classing has been an issue of contention for sometime. Some for some against, how to do it, etc.. So for my games I've decided that there will be no multi classing as done in the rules and various editions. One of the biggest complaints against d&d and class based systems is that there is no way to build or customize a character. While this maybe true in the strictest sense I don't believe that to always be the case. Instead of multi classing I will allow "dabbling" so that if a player wants to build a character that has the abilities of some other class they can but with some restrictions.
Now this won't satisfy the min/maxer or people who like to fiddle with every little bit to squeeze out the most obnoxious mechanical advantage it will allow some multi classing features. As I'm big on using a background in lieu of a page full of skills, players can make up a background that allows other minor abilities from other classes--- within reason.
Now when I say background I don't expect or even want a player to hand me in 10,000 word dissertation on their character a background in my game just means a simple one sentence description. So for example someone wants to emulate the Grey Mouser. The rules BTB makes it a pain to build with multi classing so here is how I would present to the player how it will work:
Background: Magic Dabbler -- you can cast and memorize only one first level spell. This spell will only be cast as a first level caster no matter your current level. You can also cast and use cantrips. You cannot research spells higher than level one. You do not start the game with any spells because you left your apprentice ship early you need to acquire a spell book and spells.
This way the player can roll up the character as a fighter or a thief.
Another example is a player that wants a character to have started out as an orphan who used to be a thief and than later was adopted by a blacksmith who taught him how to be fighter. Easy enough anyone can sneak around and do thiefly activities. base chance for all of that would be a 2 in 6. I'll let the player define 3 abilities that he can be better at and grant a +1 bonus. So the player could choose; pick pockets, climb sheer surface and pick locks.
These are just a few examples of how I will approach multi classing in my games. It will keep the main archetype for the character and allow the flexibility that many players want without over complicated skill based systems, feat systems or over powered/broken multi class combinations.
Now this won't satisfy the min/maxer or people who like to fiddle with every little bit to squeeze out the most obnoxious mechanical advantage it will allow some multi classing features. As I'm big on using a background in lieu of a page full of skills, players can make up a background that allows other minor abilities from other classes--- within reason.
Now when I say background I don't expect or even want a player to hand me in 10,000 word dissertation on their character a background in my game just means a simple one sentence description. So for example someone wants to emulate the Grey Mouser. The rules BTB makes it a pain to build with multi classing so here is how I would present to the player how it will work:
Background: Magic Dabbler -- you can cast and memorize only one first level spell. This spell will only be cast as a first level caster no matter your current level. You can also cast and use cantrips. You cannot research spells higher than level one. You do not start the game with any spells because you left your apprentice ship early you need to acquire a spell book and spells.
This way the player can roll up the character as a fighter or a thief.
Another example is a player that wants a character to have started out as an orphan who used to be a thief and than later was adopted by a blacksmith who taught him how to be fighter. Easy enough anyone can sneak around and do thiefly activities. base chance for all of that would be a 2 in 6. I'll let the player define 3 abilities that he can be better at and grant a +1 bonus. So the player could choose; pick pockets, climb sheer surface and pick locks.
These are just a few examples of how I will approach multi classing in my games. It will keep the main archetype for the character and allow the flexibility that many players want without over complicated skill based systems, feat systems or over powered/broken multi class combinations.