Difference between revisions of "Multi-class Characters"

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[[File:Multi-class Character.jpg|right|490px|thumb]]
 
'''Multi-classed characters''' are characters possessing two or more [[Character Class|character classes]], thus acquiring more attack options and greater potential than single-classed characters.  This is possible by slowing down the character's gaining of [[Experience Level|experience levels]], since all the experience of all classes must be acquired before the character can progress.
 
'''Multi-classed characters''' are characters possessing two or more [[Character Class|character classes]], thus acquiring more attack options and greater potential than single-classed characters.  This is possible by slowing down the character's gaining of [[Experience Level|experience levels]], since all the experience of all classes must be acquired before the character can progress.
  
There are no limits as to which classes can be combined, although the [[Ability Stats|ability stats]] of multiclassed characters must meet all minimum requirements from every class included.  Moreover, the standards for multi-classed character [[Primary Attributes|primary attributes]] are higher. '''For example''', a multi-classed [[Cleric (class)|cleric]]/[[Fighter (class)|fighter]] must have a minimum 15 [[Strength (ability stat)|strength]] and [[Wisdom (ability stat)|wisdom]], well above the normal numbers required.  These special requirements are listed under each class.
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There are no limits as to which classes can be combined, although the [[Ability Stats|ability stats]] of multiclassed characters must meet all minimum requirements from every class included.  Moreover, the standards for multi-classed character [[Primary Attributes|primary attributes]] are higher.
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: '''For example''', a multi-classed [[Cleric (class)|cleric]]/[[Fighter (class)|fighter]] must have a minimum 15 [[Strength (ability stat)|strength]] and [[Wisdom (ability stat)|wisdom]], well above the normal numbers required.  These special requirements are listed under each class.
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Characters can only become multi-classed at 1st level; they cannot "pick up a class" later on.  This is due to the lack of necessary training they would have needed to obtain a new class, which they would have received as children.  Feasibly, a character could commit themselves fully to [[Retraining|retraining]], which would cost years of a character's life.  
  
 
== Gaining Experience ==
 
== Gaining Experience ==
 
Multi-classed characters are not permitted a 10% bonus to their experience due to class.
 
Multi-classed characters are not permitted a 10% bonus to their experience due to class.
  
For multi-classed characters, experience is not divided and awarded to different classes. The total [[Experience (X.P.)|experience]] (x.p.) requirement of all classes held by the character are added together, to create a single goal that must be reached in order to gain the character’s [[Experience Level|new level]].
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[[Experience (X.P.)]] is not divided between classes, as with other systems.  Instead, the total X.P. needed to advance for all the character's classes are added together, to determine the threshold at which the character will attain the next level.  Thus, a fighter normally needs 2,001 X.P. to advance to 2nd level.  A cleric needs 1,501.  A cleric/fighter needs 3,501 (not "2", as only 1 point is needed to progress past 1st level in the combined classes).
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To reach 3rd level, the same character would need 7,001 x.p., and to reach 4th, 14,001.  Once the character advances to the next level, all the abilities and bonuses commensurate with the level reached are gained together.
  
For example: a [[Fighter (class)|fighter]]-[[Cleric (class)|cleric]] wishes to be 2nd level. The fighter requires 2,001 x.p. The cleric requires 1,501 x.p. The base total for each class ~ 2,000 for the fighter and 1500 for the cleric ~ are added together and 1 is added. The fighter-cleric then becomes 2nd level at 3,501 x.p. The same character reaches 3rd level at 7,001 x.p., 4th level at 14,001 x.p. and so on.
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== Hit Points ==
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Calculating the multi-class character's [[Hit Points|hit points]] (h.p.) requires rolling one appropriate die per character class, then dividing that number by the number of classes, with fractions discarded.
  
Once the character goes up to the next level, the character gains all the abilities of each class possessed, at once.
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: '''For example,''' the [[Non-player Characters|non-player character]] Jean is a [[Paladin (class)|paladin]]-[[Mage (class)|mage]]-[[Thief (class)|thief]] starting at 1st level.  Thus, he rolls 1d10, 1d4 and 1d6, the correct hit die for each class, obtaining a "9," "1" and "4" — a total of 14.  Divided by 3 classes, the total hit points are 4⅔, or "4" h.p.  If Jean has a [[Constitution (ability stat)|constitution]] of 15, he gains a +1 bonus to his total adjusted hit dice, for "5" h.p.  If he's 180 lbs., he rolls a [[Hit Points per Die|d8 for his mass]], receiving a 4.  This makes Jean's total hit points equal to "9."  Not great for a paladin, but fair for a thief and good for a mage.
  
== Hit Points ==
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A '''[[Player Characters|player character]]''', or PC, starts at 1st level with maximum h.p.; if Jean were a PC, his initial h.p. would be 10+4+6, or 20 divided by 3; +1 for constitution and +4 for mass, his final hit points would "11" rather than 9.
Normally, a [[Player Characters|player character]] would start with the maximum number of [[Hit Points|hit points]] available for the hit die associated with that class (d10, d8, d6, etc.). With multi-classed characters, this number is averaged. A fighter-cleric (d10/d8) would have an average of 9 h.p. A fighter-[[Thief (class)|thief]] (d10/d6) would have 8 h.p. A cleric-[[Mage (class)|mage]]-[[Monk (class)|monk]] (d8/d4/2d6) would likewise have 8 h.p. (24/3 = 8).
 
  
After this calculation, the character adds their [[Constitution (ability stat)|constitution]] bonus and additional hit points from their [[Hit Points per Die|body mass]]. The final total is the character’s starting hit points.
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Upon advancing a level, the NPC procedure is used, except that no further hit points are given for body weight. The new total is added the character's previous hit points.
  
Upon gaining a level, all dice from all classes are rolled; fractions are ignored. Any 1 that is rolled on any die is re-rolled for a player character, but a non-player character does not receive this option. The result is then averaged and added to the player’s hit points.
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== Sage Abilities ==
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Multi-classed characters are [[Knowledge Points|permitted to choose]] one starting [[Sage Field|sage field]] from each class possessed, but only one "primary" [[Sage Study|sage study]].  This one study may be selected from any field the character possesses.  Thus, Jean in the example above might choose [[Paladin Sage Abilities|animal training]], [[Mage Sage Abilities|science]] and [[Thief Sage Abilities|fraud]] as his three fields; but he could only choose his primary study from either the first, second or third fields.  Two fields would have no primary study. However, Jean would have a great many "secondary" studies, as well as a surfeit of "outside studies," a benefit of his possessing three classes.
  
 
== Armour & Weapons ==
 
== Armour & Weapons ==
With regards to [[Armour List|armour]] and [[Weapon Proficiencies|proficiencies]], multi-class characters must always submit to the most adverse armour limitations and the most beneficial weapon benefits. A fighter-thief, for example, would be limited to leather and padded armours and no shield, but would have the benefit of four proficiencies (and of any type a fighter would use). Likewise, a thief-mage could not wear armour, but would have two proficiencies, which would include choices from both classes.
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In choosing [[Armour List|armour]] and [[Weapons List|weapons]], multi-classed characters must adhere to the same policy, regardless of which classes are mixed.  Always, the '''worst possible armour''' limitations are applied, while the character receives the '''best possible weapon''' benefits.
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: '''For example''', with a fighter-cleric, where both classes lack armour restrictions, full armour can be worn; whereas the best selection of weapons belongs to the fighter, so a multi-class character of this type has full use of weapons as well.
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: On the other hand, in the case of Jean above, mages are not permitted any armour; so Jean suffers that restriction.  However, a paladin can use any weapon, so Jean benefits there even though both thieves and mages cannot use a [[Sword (weapon)|sword]] or a [[Bow (weapon)|bow]].
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: In the case of a mage-thief, the character would be limited to the mage's armour still, and could choose which weapons to use from both classes — as each provides its own selection.
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In either case, the number of proficiencies enjoyed by the character equals whichever class offers the most.  Proficiencies are acquired according to the class with the most rapid gain, while proficiency penalties are also the best possible from among the classes possessed.
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Monks, whether or not they are multi-classes, retain their armour class bonuses — as these derive from the sage abilities and not from their class.
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== Dropping Classes ==
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Multi-classed characters may choose to drop one of their additional classes when attaining their next experience level.  At that point, the player announces which class will be dropped — whereupon, further experience will no longer be required for that class.
  
With multi-classed monks, the monk’s natural armour class is always the default armour, regardless of what other classes are possessed.
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: '''For example''', Keerie, upon reaching 2nd level as a fighter-thief, reaching the necessary 3,251 X.P. to get there, announces that she is dropping her fighter class.  Thereafter, to increase as a thief, she will need a total X.P. equal to 1 level of fighter plus two levels as thief, or 4,501.  She will retain all her fighter abilities and benefits, but she cannot gain any further weapon proficiencies as a fighter (though she'll retain the fighter non-proficiency penalty), nor will she gain any further knowledge points in sage fields or studies associated with the fighter.
  
The character gains proficiencies from all classes as they increase in level. A druid-assassin, therefore, would gain additional proficiencies at 5th, 6th, 9th, 11th and so on.
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Once a class is dropped, it cannot be picked up again. For game purposes, it's presumed the character felt that a "limit of ability" had been reached, meaning the character felt he or she could progress no further in those studies and profession.
  
== Further Notes ==
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[[Category: Don't Review until 2022]]
A character must remain multi-classed until reaching the third-level. Thereafter, if the player wishes, one or more of the character’s classes may be dropped, provided one class remains. If a class is dropped it cannot be picked up again; the character is considered to have reached the top of their capability in that class if the player chooses to drop it. The extra class may be dropped at any time; all experience above the last achieved level is divided and that experience that would have been assigned to a dropped class is discarded.
 

Latest revision as of 09:23, 16 February 2022

Multi-class Character.jpg

Multi-classed characters are characters possessing two or more character classes, thus acquiring more attack options and greater potential than single-classed characters. This is possible by slowing down the character's gaining of experience levels, since all the experience of all classes must be acquired before the character can progress.

There are no limits as to which classes can be combined, although the ability stats of multiclassed characters must meet all minimum requirements from every class included. Moreover, the standards for multi-classed character primary attributes are higher.

For example, a multi-classed cleric/fighter must have a minimum 15 strength and wisdom, well above the normal numbers required. These special requirements are listed under each class.

Characters can only become multi-classed at 1st level; they cannot "pick up a class" later on. This is due to the lack of necessary training they would have needed to obtain a new class, which they would have received as children. Feasibly, a character could commit themselves fully to retraining, which would cost years of a character's life.

Gaining Experience

Multi-classed characters are not permitted a 10% bonus to their experience due to class.

Experience (X.P.) is not divided between classes, as with other systems. Instead, the total X.P. needed to advance for all the character's classes are added together, to determine the threshold at which the character will attain the next level. Thus, a fighter normally needs 2,001 X.P. to advance to 2nd level. A cleric needs 1,501. A cleric/fighter needs 3,501 (not "2", as only 1 point is needed to progress past 1st level in the combined classes).

To reach 3rd level, the same character would need 7,001 x.p., and to reach 4th, 14,001. Once the character advances to the next level, all the abilities and bonuses commensurate with the level reached are gained together.

Hit Points

Calculating the multi-class character's hit points (h.p.) requires rolling one appropriate die per character class, then dividing that number by the number of classes, with fractions discarded.

For example, the non-player character Jean is a paladin-mage-thief starting at 1st level. Thus, he rolls 1d10, 1d4 and 1d6, the correct hit die for each class, obtaining a "9," "1" and "4" — a total of 14. Divided by 3 classes, the total hit points are 4⅔, or "4" h.p. If Jean has a constitution of 15, he gains a +1 bonus to his total adjusted hit dice, for "5" h.p. If he's 180 lbs., he rolls a d8 for his mass, receiving a 4. This makes Jean's total hit points equal to "9." Not great for a paladin, but fair for a thief and good for a mage.

A player character, or PC, starts at 1st level with maximum h.p.; if Jean were a PC, his initial h.p. would be 10+4+6, or 20 divided by 3; +1 for constitution and +4 for mass, his final hit points would "11" rather than 9.

Upon advancing a level, the NPC procedure is used, except that no further hit points are given for body weight. The new total is added the character's previous hit points.

Sage Abilities

Multi-classed characters are permitted to choose one starting sage field from each class possessed, but only one "primary" sage study. This one study may be selected from any field the character possesses. Thus, Jean in the example above might choose animal training, science and fraud as his three fields; but he could only choose his primary study from either the first, second or third fields. Two fields would have no primary study. However, Jean would have a great many "secondary" studies, as well as a surfeit of "outside studies," a benefit of his possessing three classes.

Armour & Weapons

In choosing armour and weapons, multi-classed characters must adhere to the same policy, regardless of which classes are mixed. Always, the worst possible armour limitations are applied, while the character receives the best possible weapon benefits.

For example, with a fighter-cleric, where both classes lack armour restrictions, full armour can be worn; whereas the best selection of weapons belongs to the fighter, so a multi-class character of this type has full use of weapons as well.
On the other hand, in the case of Jean above, mages are not permitted any armour; so Jean suffers that restriction. However, a paladin can use any weapon, so Jean benefits there even though both thieves and mages cannot use a sword or a bow.
In the case of a mage-thief, the character would be limited to the mage's armour still, and could choose which weapons to use from both classes — as each provides its own selection.

In either case, the number of proficiencies enjoyed by the character equals whichever class offers the most. Proficiencies are acquired according to the class with the most rapid gain, while proficiency penalties are also the best possible from among the classes possessed.

Monks, whether or not they are multi-classes, retain their armour class bonuses — as these derive from the sage abilities and not from their class.

Dropping Classes

Multi-classed characters may choose to drop one of their additional classes when attaining their next experience level. At that point, the player announces which class will be dropped — whereupon, further experience will no longer be required for that class.

For example, Keerie, upon reaching 2nd level as a fighter-thief, reaching the necessary 3,251 X.P. to get there, announces that she is dropping her fighter class. Thereafter, to increase as a thief, she will need a total X.P. equal to 1 level of fighter plus two levels as thief, or 4,501. She will retain all her fighter abilities and benefits, but she cannot gain any further weapon proficiencies as a fighter (though she'll retain the fighter non-proficiency penalty), nor will she gain any further knowledge points in sage fields or studies associated with the fighter.

Once a class is dropped, it cannot be picked up again. For game purposes, it's presumed the character felt that a "limit of ability" had been reached, meaning the character felt he or she could progress no further in those studies and profession.