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multi, 1.5, dual, and new classes
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Captain_K
Greater Lore Drake
Joined: Sun Dec 29, 2013 10:37 pm Posts: 2165 Location: North Coast
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 multi, 1.5, dual, and new classes
The PH thread got me to thinking. Multi-class is pretty straight forward, its all about the restrictions of armor and such that make the difference there. The class and a half ruling I love because it allows that little bit in you might want. I use Monk-Assassin as my Ninja class and such. 1/2 Orc Assassin-Cleric class and a half if you want that old school flavor complete with level restrictions.
But how about dual class, stop one and start another. Anyone have rules out there for that?
Finally, How about make a class by point for powers or abilities? Ultimately one new class vs the other is simply a balance of power.. anyone, beside by feel have a buy point system for BtH, armor, and spells and abilities?
Might make some good Domesday book write ups. We've done the race as class bit pretty in depth I think.
_________________ Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
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Sun Apr 01, 2018 12:45 pm |
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Spade Marlowe
Ungern
Joined: Sun Mar 27, 2016 5:46 pm Posts: 50 Location: Seattle
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 Re: multi, 1.5, dual, and new classes
Do you have the Expanded Classes supplement? I need to check, but I'm pretty sure dual-classing rules are in there. If you like class-and-a-half, then I really recommend getting that. They've really expanded on that concept.
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Sun Apr 01, 2018 7:15 pm |
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JohnD
Ungern
Joined: Sat May 30, 2015 4:59 pm Posts: 90
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 Re: multi, 1.5, dual, and new classes
I prefer the Enhanced Class approach.
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Mon Apr 02, 2018 2:20 pm |
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Kayolan
Lore Drake
Joined: Sun Jan 20, 2008 8:00 am Posts: 1741
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 Re: multi, 1.5, dual, and new classes
I was a bit on the fence about Expanding Classes, but the more I look at it, the more I like it. Best thing about it is how you don't give up what's in the PHB to incorporate the material in EC, it only offers different options if you want to experiment a little or use the thing whole cloth. Either way the core classes are still intact and totally playable, there isn't a power creep in using this book.
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Thu Apr 05, 2018 2:32 am |
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JohnD
Ungern
Joined: Sat May 30, 2015 4:59 pm Posts: 90
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 Re: multi, 1.5, dual, and new classes
Yeah that's what I prefer, no power creep. I like lower XP requirements to advance balancing off getting 2nd class abilities at a gradual rate. I tell my players what the campaign is designed towards (slow advancement), but if someone really wants to just reach 2nd level when everyone else is 4th, it's their funeral I say. I tell them they'll take forever to advance and if they still pick a methodology that isn't my campaign preference, I wash my hands.
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Thu Apr 05, 2018 2:03 pm |
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Captain_K
Greater Lore Drake
Joined: Sun Dec 29, 2013 10:37 pm Posts: 2165 Location: North Coast
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 Re: multi, 1.5, dual, and new classes
So where does one find this Expanded Classes supplement?
_________________ Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
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Tue Apr 10, 2018 10:54 pm |
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Rigon
Clang lives!
Joined: Mon May 01, 2006 7:00 am Posts: 7141 Location: Conneaut Lake, PA
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 Re: multi, 1.5, dual, and new classes
I have dual classing rules n my house rules link.
And the Expanded Classes supplement is the first chapter of the CKG. It was a small release at TrollCon 2010, but they have released it as a stand alone supplement since then.
R-
_________________ Castles & Crusades: What 3rd Edition AD&D should have been. TLG Forum Moderator House Rules & Whatnots My Game Threads
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Wed Apr 11, 2018 2:18 am |
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Aergraith
Greater Lore Drake
Joined: Mon Oct 15, 2007 7:00 am Posts: 2727 Location: The Court of the Crimson King
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 Re: multi, 1.5, dual, and new classes
My probably unpopular opinion is that it's better to have a well-composed team of higher level single-classed characters that complement one another than a bunch of jacks of all trades who need to cover every eventuality themselves and are a level or more behind. Multi-classed characters are interesting for solo adventures or very small parties (though a party of 2-3 clerics covers most bases). If you want to design a character that can fill a mix of roles, maybe a classless system is better (but those will also usually keep you from going too gonzo since it's generally cheaper to focus than buy lots of skills).
I get grumpy about multi-classing but right now I allow pretty much any official C&C way of doing it.
Dual-classing is fine I guess. People change their mind but want to keep playing the same person, that seems OK.
_________________ My C&C stuff: www.rpggrognard.com
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Wed Apr 11, 2018 2:30 am |
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Kayolan
Lore Drake
Joined: Sun Jan 20, 2008 8:00 am Posts: 1741
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 Re: multi, 1.5, dual, and new classes
Now I'm a bit confused. I don't see any of that info in my copy of the CKG, though I do have the first printing, maybe it was added to the second printing?
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Wed Apr 11, 2018 2:50 am |
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Rigon
Clang lives!
Joined: Mon May 01, 2006 7:00 am Posts: 7141 Location: Conneaut Lake, PA
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 Re: multi, 1.5, dual, and new classes
I'm not sure. I know they had a "preview" book of the first chapter of the CKG called Expanded Classes, which make classes playable from 12th-24 level. I don't have the book you linked to, so it may be completely different. And I sold off my copy of the Expanded Classes sometime ago after I got the CKG.
R-
_________________ Castles & Crusades: What 3rd Edition AD&D should have been. TLG Forum Moderator House Rules & Whatnots My Game Threads
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Wed Apr 11, 2018 4:20 am |
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Kayolan
Lore Drake
Joined: Sun Jan 20, 2008 8:00 am Posts: 1741
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 Re: multi, 1.5, dual, and new classes
Ah, I see now, you are talking about the chapter called Expanded Classes, where as I was referring to Expanding Classes, the latter being a book on more options. I'll quote a part of the book to give you a better idea of what's in it: "What follows is a player’s guide to combining, in a number of different ways, the thirteen character classes from the Castles & Crusades Players Handbook. Presented here are five different methods of combining these classes: multi-class, enhanced class, class plus, dual class, and reclass. Multi-classing is an option which allows the character to begin play with two or more classes. While this does allow for a more versatile character, it comes at a cost of hit points, as well as significantly slower level advancement. Enhanced classing* is an option in which the character begins play with the full abilities of one class and some of the abilities of a supporting class. The character is fairly versatile, with a small cost to hit points and moderately slower level advancement. Class plus adds the zero level abilities from one or more classes to the character’s class, at the cost of a small percentage of experience points. Dual classing is an option for an existing character to add a class to his original class, advancing in both thereafter. Advancement from this point is at a slower rate as experience points are split between the two classes. Reclassing allows the character to change classes, foregoing advancement in his original class in favor of the new class, toward which all new experience points will be applied. As the character begins advancement in the new class, he loses from the old class." *Enhanced classes (these are supporting classes) include: Killer (Assassin) Spy (Assassin) Loremaster (Bard) Provocateur (Bard) Feral (Druid) Shaman (Druid) Horse Master (Knight) Peer (Knight) Martial Artist (Monk) Mystic (Monk) Scout (Ranger) Slayer (Ranger) Backstabber (Rogue) Thief (Rogue)
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Wed Apr 11, 2018 8:28 pm |
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Captain_K
Greater Lore Drake
Joined: Sun Dec 29, 2013 10:37 pm Posts: 2165 Location: North Coast
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 Re: multi, 1.5, dual, and new classes
OK you two, what book are you in? CKG spine 80152.. Ch 1 is Expanding Classes and it just takes the core 13 to 24th lvl. No dual or multi class write ups. Where did the above come from?
Dual classing is an option for an existing character to add a class to his original class, advancing in both thereafter. Advancement from this point is at a slower rate as experience points are split between the two classes.
This needs more detail. A 5th lvl fighter starts thief.. so a 5th and 1st, then at 6th its a 2nd lvl thief? The experience is the 6th lvl fighter + the 2nd thief?
I like dual class or multi-class when no one wants to be the wizard or the cleric and they want to be a fighter or a thief, etc. Or the group is small.. I tend to pick up the missing classes in a group or I just want to try something odd (1/2 orc bard-illusionist; ugly but entertaining, think Rose-Anne).
One GM had three players who all wanted to be fighters, he made them a fighter mage, a fighter cleric and a fighter thief... group ready to go.
I'm trying to play an old school cleric-assassin 1/2 orc.. for old time sake... so far, we're all poor with crap equipment so its fun. I've played a Monk-assassin as a Ninja or a cleric-ranger as a elven woodland guarding type.
Dual class is always tricky for me, how do you do and play the switch.. Fighter who looses his leg becomes a fighter cleric on a mission to "heal thine self" after he was saved by and spoken to by his patron God.. what else could he do, put away his sword and take up his divine patron's Mace...
_________________ Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
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Thu Apr 12, 2018 12:20 am |
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Kayolan
Lore Drake
Joined: Sun Jan 20, 2008 8:00 am Posts: 1741
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 Re: multi, 1.5, dual, and new classes
This: http://www.drivethrurpg.com/product/190 ... ng-ClassesIt's not part of the CKG, it's a separate 23 page booklet.
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Thu Apr 12, 2018 12:29 am |
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Rigon
Clang lives!
Joined: Mon May 01, 2006 7:00 am Posts: 7141 Location: Conneaut Lake, PA
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 Re: multi, 1.5, dual, and new classes
I get you now Kay. Mebbe I'll have to check it out.
R-
_________________ Castles & Crusades: What 3rd Edition AD&D should have been. TLG Forum Moderator House Rules & Whatnots My Game Threads
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Thu Apr 12, 2018 1:46 am |
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Captain_K
Greater Lore Drake
Joined: Sun Dec 29, 2013 10:37 pm Posts: 2165 Location: North Coast
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 Re: multi, 1.5, dual, and new classes
thanks for the link!
_________________ Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
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Fri Apr 13, 2018 10:24 am |
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Captain_K
Greater Lore Drake
Joined: Sun Dec 29, 2013 10:37 pm Posts: 2165 Location: North Coast
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 Re: multi, 1.5, dual, and new classes
Ordered the book from the TRL store, thanks!
_________________ Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
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Fri Apr 20, 2018 12:40 am |
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Captain_K
Greater Lore Drake
Joined: Sun Dec 29, 2013 10:37 pm Posts: 2165 Location: North Coast
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 Re: multi, 1.5, dual, and new classes
Got the book.. seems like it should be added to PH, CKG or Adv. Backpack?
_________________ Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
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Wed May 02, 2018 10:57 pm |
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