Sunday, August 16, 2020

Class Reductionism

 I have continued my thinking about simplifying multiclassing in my game. 

Tonight's thinking is thus: 

Multiclassing is only available for the four main classes. My alternate classes will remain, but any previously allowed multiclass using them will be outlawed (no Cleric/Rangers or Illusionist/Thieves). 

Going by the example set by the BX/BECMI Elf class, there is a single XP track and both class's abilities advance at once. Generally the multiclass will take more advantageous numbers from either base class, but demi-human level caps will take the lower. 

The numbers here are still provisional. The Elf uses double the Fighter advancement (the faster class) if you look at it one way, or the combined total minus 500xp at 2nd level if you look at it another. I went with the latter to figure out these numbers. The amounts for high level advancement were considering that spellcasters tend to get exponentially more powerful, but the MU/Thief is stuck with a d4 hit die, so they get a small boost. 

Multiclassing Rules:

  • Take the most advantageous BAB track.

  • Take the most advantageous saving throw for each category

  • Gain all special abilities of each class

  • Use any weapons or armor allowed by either class

  • Use the custom XP track and advance both classes

  • Use the least advantageous maximum level


Multiclass Advancement Table


Cleric/Fighter

Cleric/Magic-User

Cleric/Thief

Fighter/Magic-User

Fighter/Thief

Magic-User/Thief

Level

Hit Die: d8

Hit Die: d6

Hit Die: d6

Hit Die: d6

Hit Die: d8

Hit Die: d4

1

0

0

0

0

0

0

2

3000

3500

2200

4000

2700

3200

3

6000

7000

4400

8000

5400

6400

4

12,000

15,000

8800

16,000

11,000

12,800

5

25,000

30,000

17,000

32,000

22,000

26,000

6

50,000

60,000

35,000

64,000

44,000

52,000

7

100,000

120,000

70,000

120,000

88,000

104,000

8

200,000

240,000

140,000

240,000

175,000

210,000

9

330,000

480,000

270,000

360,000

300,000

330,000

10

460,000

600,000

400,000

480,000

425,000

450,000

11

590,000

720,000

530,000

600,000

550,000

570,000

12

720,000

840,000

660,000

720,000

675,000

690,000

13

850,000

960,000

790,000

840,000

800,000

710,000

14

980,000

1,080,000

920,000

960,000

925,000

830,000

15

1,010,000

1,200,000

1,050,000

1,080,000

1,050,000

950,000

Dwarf: Berserker (8), Cavalier (6), Cleric (8), Fighter (12), Thief (6), Cleric/Fighter (8), Fighter/Thief (6)

Elf: Bard (6), Fighter (10), Magic-User (12), Thief (8), Fighter/Magic-User (10), Fighter/Thief (8)

Halfling: Acrobat (8), Druid (6), Fighter (8), Ranger (10), Thief (12), Fighter/Thief (8)

Gnome: Bard (8), Fighter (6), Illusionist (12), Thief (8), Fighter/Thief (6)

Half-Elf: Assassin (6), Cleric (6), Druid (10), Fighter (8), Magic-User (8), Ranger (8), Thief (10), Cleric/Fighter (6), Cleric/Magic-User (6), Fighter/Magic-User (8), Magic-User/Thief (8)

Half-Orc: Acrobat (6), Assassin (12), Berserker (10), Cavalier (8), Cleric (6), Fighter (10), Thief (6), Cleric/Thief (6)



Still considering if I want to keep the Dragonborn and Changeling (sort of like Tieflings) or not. 

Also, my Acrobat class is an amalgam of the Monk and Thief/Acrobat. Assassin is what you'd expect, sort of a Fighter/Thief with an instant kill ability. Bard is a lore-master class, not a minstrel. Berserker is the barbarian (but no rage, no magic-item smashing, basically the Berserker monster turned into a class). Cavalier is a mix of the UA Cavalier and the Paladin. Druid is based on the alternate Cleric in the Companion Set as a full progression class. Illusionist is a port of the AD&D class. Ranger is also a modified port of the AD&D class. 

Assassin and Ranger are both basically a Fighter/Thief, only one is urban and the other is rural/wilderness.

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