Wednesday 7 April 2010

Allowable Classes & Multi-Classing Revisited

I’m one of these people who’s brain is constantly churning, and of late I’ve been thinking about trends for Demi-Human (I’ve always preferred the term Demi-Human rather than Non-Human) characters.


As you know, I’ve always preferred to have Class/Level Limits on Demi-Humans – but a lot of people find them unrealistic and want to know why such limits should be imposed.


Level Limits, are they realistic? Allowed Classes – should Demi-Humans be allowed any Class – or should they be restricted?


Allowable Classes by Race


Paladins are restricted to Humans only – such things are a Human concept and utterly alien to Demi-Humans.


Knights (or Cavaliers if you prefer) remain the province of Humans, Half-Elves, and Elves.


Barbarians are restricted once more, only Humans and Half-Breeds such as Half Orcs and Half Ogres are allowed. Dwarves live underground and Halflings are too mild mannered to be so “barbaric” (for want of a better term).


The Illusionist is no longer just the province of Humans and Gnomes – with Elves being as Magical as they are, its illogical not to allow them to pursue the Illusionist Class should they want to.


Monks are traditionally a Human based Class, but I think it’s fair to open the Class up to Half-Breeds – as traditionally Monasteries take in waifs and strays from time to time. HOWEVER I would put certain restrictions on those Half-Breed players wanting to play any such Character as a Monk – perhaps using the Attribute minimums from the original AD&D Players Handbook.


Magic Users (or Wizards if you prefer) are still restricted to Humans, Elves, and Half Elves. As in the original D&D Dwarves were inherently non-magical, and Halflings lack the discipline for hours of study – it makes perfect sense that the Magic-User Class be restricted.


Bards are a special case, the original Bard Class was a complex undertaking. I actually allow both the original and a more modern Bard Class in my Games. Though the “modern” Bards are referred to as Troubadours. Members of the original Bard Class should be restricted to Humans, Elves, and Half Elves – whereas Troubadours can be of almost any Class/Race combination.


Gnomes have no real changes or surprises, to be frank – I think they are fine as they are.


Thieves, Assassins, and Acrobats are good “as is” to be frank – no tampering is needed.

After much thought, here is the basic allowable “Class by Race” Table. You will note certain Classes are still prohibited.



Human

Half Elf

Half Orc

Half Ogre

Elf (All)

Dwarf

Gnome

Halfling

Fighter

Å

Å

Å

Å

Å

Å

Å

Å

Ranger

Å

Å

Å

Paladin

Å

Knight (Cavalier)

Å

Å

Å

Magic User

Å

Å

Å

Illusionist

Å

Å

Å

Å

Cleric

Å

Å

Å

Å

Å

Å

Å

Å*

Druid

Å

Å

Å

Å

Å

Thief

Å

Å

Å

Å

Å

Å

Å

Å

Assassin

Å

Å

Å

Å

Å

Å

Å

Å*

Acrobat

Å

Å

Å

Å

Monk

Å

Å

Å*

Å*

Bard

(Original)

Å

Å

Å

Troubadour (Bard)

Å

Å

Å*

Å*

Å

Å

Å

Å


Å – Class freely allowable for that Race.


Å* – Requires a good back-story and/or DM’s approval. Such Characters are rare, or generally aren’t seen outside of that Races Homelands or wouldn’t naturally take up that Class.


Ω – Class strictly prohibited for that Race


Levels, Experience Points, and Race Restrictions


The more I think of it, the more Level Restrictions for Single Classed Demi-Humans seem silly. There are arguments that Training would not be made so readily available to Demi-Humans in a human centric world. However, when the Experience Points/Level System was originally laid out – the points a character earns to advance in Level were called “Experience Points” not Potential Advancement Points (or whatever) they are a measure of a Characters “Experience” during his adventuring life.


I’ve always allowed characters to advance upon attaining the required XP, as it represents the characters advancement through adventuring and having “experiences” – I’ve also allowed ALL Classes to earn XP during non-adventuring down time (much as Magic Users do when doing research) through meditation, training, and other non-adventuring activities (as a rule of thumb, use learning patterns and XP awards along the lines of those given to Magic Users doing spell research) thereby allowing characters to advance in Level through training, rather than just adventuring. This of course uses up large amounts of a characters financial resources, forcing them to adventure to garner more wealth. In doing it this way, I’ve found it more realistic and more interesting for my players (some have even written stories about their characters exploits between part adventures).


My recommendation is that a single Classed Demi-Human not be restricted as to how high he might rise in Level, and that such restrictions only come in if a Demi-Human Multi-Classes.


Why I think most people will be wondering . . . . .


A Top Surgeon becomes a Top Surgeon because he “specializes”, if her were a General Praticioner he might be able to perform basic surgical procedures, but he will never be as accomplished as a Surgeon.


Likewise, a Single Classed Fighter should be able to advance to a point where he will simply out-Class a Multi-Classed Fighter – who’s focus and attentions are split on more than one Class.

Rather than make Level restrictions the domain of Racial leanings, it is now based purely on “how many balls” your character has in the air at one time.


This of course allows Humans to Multi-Class, something Gary Gygax was in favour of in his Castle Zagyg notes for Castles & Crusades. Furthermore, it allows (if the Demi-Human is single Classed) for a Demi-Human to change Classes during his career and Dual Class.


However, once a Demi-Human (or Human for that matter) has chosen the Single-Class path – he may never Multi-Class.


Multi Class Restrictions


If a Character belongs to Two Classes, he (or she) may never advance to more than 15th Level in each Class. This maximum Level may be modified by the “Exceeding Level Limits“ chart.

If a Character belongs to Three Classes, he (or she) may never advance to more than 12th Level in each Class. This maximum Level may be modified by the “Exceeding Level Limits“ chart.

No character my Multi-Class with more than Three Classes.


Furthermore, certain Classes are restricted when it comes to Multi-Class choices.


You may never Multi-Class with the Paladin or Knight (Cavalier) Classes, the restrictions placed upon them by their “Code” prevents anything but the utmost dedication to their calling.


The only Multi-Class options for Barbarians are Thieves, Clerics, or Druids. Multi-Class Barbarian/Clerics and Barbarian/Druids fulfil the role of Shaman within the Barbarian Tribes. Multi-Class Barbarian/Thieves are just an obvious choice thanks to the stories of Conan and Thongor.


Bards are a Class that requires “Dual Classing” so may never be a Multi-Class choice.


Troubadours Multi-Class most effectively with Thieves, Assassins, or Magic-Users. Though almost any combination is possible.


Here are specifics about the interaction of the restrictions and abilities of Multi-Classed Characters.


Gnomish Multi-Classed characters are (for example) limited to Leather Armour in order to cast spells, while Elven Multi-Classed Characters are not. These restrictions reflect the particular nature of the Demi-Human races.


It is a general rule however, that a Cleric/Fighter may always use edged weapons.


When belongs to more than one Character Class, any Experience Points gained by the character will be divided evenly between those classes, once the character can no longer progress in one of the classes this splitting of XP ends – and the XP is given in its entirety to the Class the character may still advance in.


Restrictions


· Multi–classed characters use the least restrictive Weapons list for their classes.

· Multi–classed characters use the most restrictive Armour list of their classes.

· Multi–classed characters cannot combine abilities**

· Starting gold is determined by rolling for each class individually, combining the results and dividing that by the number of classes the character has.


**For example – With regards to a Multi Classed Fighter/Thief/Bard - the Fighter’s extra attack means that the character can make an extra normal attack but NOT use that extra attack make a Back Attack, or to “Inspire”.


When a Multi-Classed Character begins his career or advances in one of his or her classes, hit points are determined by rolling the appropriate die (D4 for Wizards and Illusionists, D6 for Rogues and Assassins, etc.), dividing by the number of Classes involved (so two for a Cleric/Thief, or three for a Fighter/Cleric/Wizard, for example), and adding the appropriate constitution modifier.


Dual-Classing


In order to switch from one class to another, the Character must have an ability score of 15+ in the Classes Prime Attribute of the original Class, and of 17+ in the Prime Attribute of the new Class.


The character retains his or her Hit Points.


He or she can use the particular abilities of the original class, but doing so can cause the character to halve all experience points that would be gained from using the original Classes Abilities (as determined by the GM) as XP Earned from utilizing the abilities of the previous Class cannot be applied in full to the new one (although a the Character can still learn from these experiences). This restriction applies until the character has advanced in the new Class to a Level at least one higher than was attained in the original Class.


When the character begins the process of learning a new class, he or she gains the Abilities of the new Class as a First Level member of that Class, and all Experience is applied to progressing in the new class. The Character gains no additional Hit Points until reaching a Level in the new Class one Level higher than in the original Class, after which time the Character’s Hit Points advance as per the new class.


Unlike Multi-Class characters, certain Dual-Classed characters cannot perform the functions of several different classes simultaneously. So, for example, an Elven Fighter/Wizard could cast Arcane Spells while wearing Armour, but a Human Dual-Classed Fighter/Wizard would have to remove his or her Armour to do the same thing. However, with dual-classed characters, any combination of classes is possible, provided the character qualifies in terms of Primary Ability Scores and can comply with any relevant Alignment and Race restrictions. An individual with very high Ability Scores could therefore play a Cleric/Paladin or a Wizard/Illusionist.


If a Multi-Class option is taken, and the Prime Attribute for that class is a Secondary Attribute - then a 10% tithe is placed upon all EEP (or XP) that is applied to that class (so deduct 10% before applying it to your EPP/XP total for that class) – if a Multi-Class option is taken, and the Prime Attribute for that Class is a Tertiary attribute - then a 25% tithe is placed upon all EEP/XP that is applied to that class (so deduct 25% before applying it to your EPP/XP total for that class).

Now the 25% penalty might seem harsh, but it’s there for a reason – to DISCOURAGE a player from taking a Class with a Tertiary Attribute – JUST BECAUSE HE (OR SHE) can – we've all encountered such discommodious players.


Restrictions


· Dual–classed characters take the best to hit bonus of their classes.

· Dual–classed characters use the least restrictive weapons list for their classes.

· Dual–classed characters use the most restrictive armour list of their classes.

· Dual–classed characters cannot combine abilities***


***For example – With regards to a Dual Classed Monk/Troubadour - the Monk’s extra attack means that the character can make an extra normal attack as allowed by the Monk Class - but NOT use that extra attack to use the Troubadour’s “Inspire” ability.


Skills & Saves for Multi-Class /Dual Class Characters


When it comes to Saves and Tasks involving your Level, you simply use the appropriate Class Level.


For Example – Aladon is about to Pick a Lock. Aladon is a 3rd Level Thief/2nd Level Wizard. He would use his Rogue Level when rolling to pick the Lock. But to make an INT based Saving Throw vs. a Spell – Aladon would use his Wizard Level as INT is a Wizards Prime Attribute.


Exceeding Level Limits


Multi-Classed Characters with extremely high scores in the ‘Prime’ Attributes of their Classes can exceed their racial maximum levels. In the case of Multi-Class characters, the additional Levels only apply for the Prime Attribute of the class in question having a Secondary Attribute in a Class of choice offers no additional Levels.


Additional Levels for having high Prime Attribute Scores


Attribute Score

Additional Levels

14

+1

15

+2

16

+3

17

+4

18

+5

19

+6

20

+7

21

+8

For example – "Kalar the Holy" is a Fighter/Cleric and is limited as such to 15th Level in both Classes. However his Wisdom is 18, and his Strength is 17 - this means that Kalar can reach 20th Level as a Cleric, and 19th Level as a Fighter.

4 comments:

  1. You know what i never understood about basic D&D? Humans can excede at level gaining up to level 36,but a dwarf ( which is a class in basic.) can never gain a level beyond 13 no matter how many monsters he kills the humans will always gain more because of thier race!!!This is one pokey idea i tend to avoid,but at the same time,as a DM,it puts far more pressure on me to have to tell the dwarf players that thier done!This makes me come off as an asshole for newbie players who are just learning the ropes,even though it's in the fucking rules.Also,gnomes aren't a playable class..I dunno why,that's just how it is.

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  2. EXACTLY, there should be rules in place - but they shouldn't be arbitrary AND they should be easily open to interpretation. By using what I have written, a single class Dwarf Fighter (which is, lets face it what Dwarves are in Basic D&D) is unlimited in the level he can rise to, and he only suffers a restriction by becoming a "Jack of All Trades" by Multi-Classing - even then if his attributes are good enough he isn't restricted that much. BTW - I LIKE GNOMES!

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  3. Did I mention that thier are no paladins either?sheesh!

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