So, hearken back to the days of AD&D, when you wanted to be a
fighter/magic-user … it was a decision made at the beginning of your character creation, and was
unmutable. Once you decided your plucky hero was a fighter/magic-user,
that was your class selection, and you advanced at a slower rate, splitting your XP
between classes.
Then came 3rd edition, with the concept of
shopping for discrete classes after every point you levelled up – this created all sorts of all sorts of interesting combinations (one of my players created a cleric/ranger that was effectively a Batman-themed archer), but also caused some rule bending with 1-level
dipping into classes to build in new abilities, which led to classes not being
as front loaded, which led to later rule adjustments through later
3rd to 5th edition rules, spreading out class abilities.
The earlier AD&D concept had something to say for it – you picked
a combination and lived with it. No one
complained about overpowered combinations, because the combinations were
limited, and fairly straight forward. A
fighter/magic-user couldn’t wear armor while casting spells, but could use
martial weapons. In fact, you clearly
made a trade-off of power for versatility. The concept that only demi-humans could multiclass wasn't ideal, and led to a less-human game with the PCs diving for dwarves, elves, half-elves, half-orcs and halflings.
Now, DCC is it’s own interesting creation – you can’t choose
a class when you first start out at 0-level, so gaining a class at 1st
level is a heady achievement that really shouldn’t be diluted. Let that plucky farmer enjoy his moment in the sun as he becomes a lofty 1st-level warrior. But what about when you make it to 2nd
level? Capturing the feel of AD&D, maybe this would be a good point to let your players choose to multiclass their characters at this point, and it’s a once-in-a-character-lifetime
choice. It allows interesting varieties
such as a Thief/Wizard, or Warrior/Thief, which is a perfect reflection of the
Grey Mouser or Fafhrd, or even Conan, so it fits the central premise of being
faithful to Appendix N.
As an ancillary effect, it lets you but it also offers some
versatility to demi-humans, so they aren't railroaded into one class only, and then you can offer options, like becoming a Dwarf/Thief or an Elf/Warrior. Frankly, giving demi-humans a choice to
branch out seems like a good solution to me.
So, if allowing this, characters get versatility, but they need
to stick with their career-altering choice choices, and advance in both of
their newfound classes at half-speed. So
here’s my simplified take on multi-classing, as allowed in my campaign.
Enjoy!
Multiclassing
Multiclassing
may be chosen when a character advances to 2nd level only, and a
second class may be added instead of advancing in the character’s current class
(eg. 1st level Wizard/1st level Thief instead of 2nd
level Wizard), with experience point requirements to level up are taken from
the combined levels of the classes.
When
the increased XP goals are met, both classes advance together. So for example a 0-level Gongfarmer becomes
a 1st-level Thief at 10 XP, a 1st-level Thief/Wizard at
50 XP, and then a 2nd level Wizard/2nd level Thief at 190 XP. Each character can advance to a combined
maximum of 10 levels (so with this example, a 5th-Level Thief/5th-Level
Warrior) – and the character gains the following benefits:
Ability |
Multi-Class Benefits |
Hit Points |
Combined (one hit die gained for each class, plus STA
mod for each) |
Weapon Training |
Combined |
Attack Bonus |
Combined |
Saving Throws |
Highest
bonus of either class |
Crit Die |
Highest table and associated die roll of either class |
Action Die |
Highest
dice of either class |
Skills |
Highest bonus of either class |
Caster Level |
Separate
for each class |
Spells Known |
Separate for each class |
Thus, a 2nd
level Wizard/2nd level Thief with a Stamina of 14 would have 1d3+1
hp (for 0-level) plus 2d4+2 (for the Wizard class) and 2d6+2 (for the Thief
class), a +2 Attack bonus from both classes combined, saving throws of
Fortitude +1, Reflex +1, and Will +1 (the highest of each class), and would use
1d12 on the II Critical Hit Table, and cast spells as a 2nd level
Wizard.
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