Tuesday, July 14, 2009

RO PHB, Part 6: Classes, Part 4 (Multi-/Dual-Class Characters)

I swear this is the last class update for the time being until I change my mind or something else comes up in the book maybe.

Multi-Class and Dual-Class Characters

- One would think that a dual-class character would be a multi-class character with only two classes. One would be wrong.

- The multi-class combinations table doesn't match the racial descriptions in Chapter 2. The multi-classing list for elves is confusing due to poor editing work, but lists that they can be multi-class ranger/whatevers and/or fighter/mage/thieves; the table doesn't list either combination. Half-elves are the multi-classers du jour, but the table says they're restricted to just cleric/ranger and not the druid/ranger in their description, nevermind its redundancy.

- Halflings have the fewest multi-classing options (next to humans, for obvious reasons). And, really, I should say "option": fighter/thief.

- Gnomes and half-elves can be cleric/thieves; dwarves, elves, and halflings inexplicably cannot.

- Gnomes are the only race that can multi-class as a specialist wizard, but only one type thereof. Half-elves are the only race that can combine the destructive power of the mage with the cleaning healing power of orange the cleric.

- The 2e multi-classing rules are largely the same as the eventual gestalt rules in 3e Unearthed Arcana. That may explain why multi-classing was such a good option. The only real balancing factor for multi-classing is the restrictions placed on individual classes, namely the armor restrictions for wizards and rogues.

- Dual-classing is unique, much like a spoon with an extra head jutting out at an odd angle. It's about as useful, too. I've confused the rules for dual-classing in my mind over the years, but reading them again does nothing to improve its utility. Basically, a human (and only a human) levels up in a class as much as he wants. At any time past 2nd level, he can jump ship and start leveling another class, keeping his statistics from his previous class. He can never again level his previous class, and if he uses any of its abilities, he gains no experience for that encounter and half experience for the adventure. In case you don't think that's so bad, this includes his old THAC0 and saving throws. That restriction disappears once he out-levels his previous class, and at that time he suddenly gains all of the hit points from his current class all at once (which would explain the use of the footnotes in the CON table; see Part One).

- A human that wants to dual-class has to have a 15 in all of the prime requisites of his first class, and a 17 in all the prime requisites of his second class. In essence, you could have a human who is already really good at once class, but is better at the class he switches to. Certain class combinations also have soft restrictions due to this prerequisite; a paladin/ranger would have to have STR, DEX, WIS, and CHA over 17, as well as a CON of 14 (which I believe is a 0.02% chance on 3d6).

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