Jervis
2022-05-24, 11:36 PM
Multiclassing as a system is, if I'm being honest, a mess. It's elegant yes but I have my issues. So many issues in fact that I basically rebuilt it based on 2nd edition rules. First, let me say, this is not play tested and is abusable. I would like to test this out in actual play given a chance but I would want to find a group of minmaxers who want to break it to pieces over the course of 11 levels minimum to see its far reaching implications. That said it stays true to the idea i was working towards, so there's that. Regardless, if you like this, hate this, want to change this, or just have general comments to make or insults to fling at me, let me know!
Variant: Old-School Multiclassing
This system was built to emulate the feel of 2nd edition dnd's dual-classing system, the system which went on to inspire 3rd and eventually 5th editions multiclassing system. These rules are best used with long adventuring days which tax resources, perhaps even with gritty realism rules requiring extended rests to recover daily resources.
How it Works
Level
XP
Prof
ASI
1
0-500 x L2
+2
2
300
+2
3
900
+2
4
2,700
+2
Ability Score Improvement
5
6,500
+3
6
14,000
+3
7
23,000
+3
8
34,000
+3
Ability Score Improvement
9
48,000
+4
10
64,000
+4
11
85,000
+4
12
100,000
+4
Ability Score Improvement
13
120,000
+5
14
140,000
+5
15
165,000
+5
16
195,000
+5
Ability Score Improvement
17
225,000
+6
18
265,000
+6
19
305,000
+6
Ability Score Improvement
20
355,000
+6
Traditional multiclassing rules require that a character essentially begin from square 1 of another class and gain abilities from the bottom up while still requiring the same effort it would take to gain another level in a class they've been training in for a very long time. This makes choices like multiclassing for character and plot based reasons very hard and harmful to a character's overall abilities. Under these rules traditional multiclassing and character level based mechanics are removed, replaced, or otherwise modified. At any point a character may choose to begin training in another class. This is difficult and time consuming, usually taking self teaching or training under a master, and cannot usually be done under a situation where the character is in immediate danger. The exact amount of time required is dependent on the DM, but this can generally be done with any decent amount of downtime.
XP Totals, Tracking and Cost
In this system the amount of XP a character has is tracked by class and not by total character level. Whenever a character gains XP, they can allocate that XP to any class they have at least 1 level in. Additionally the amount of XP needed to gain a level in a class is determined by that character's level in that class, not by their total class level. For example a 8th level Wizard/ 1st level Cleric, would only need 300 XP to gain another level of cleric.
To gain a level in a new class, a character must decrease their XP total in another class, usually their only existing class. This XP cost is equal to 500 x their current number of classes squared. For example a character with 5 levels in fighter is considering gaining levels in rogue, they must take time training and learning which decreases the amount of XP they have in fighter. If this cost in XP would lower the amount of XP they have in fighter below the amount needed to reach level 5, they cannot yet gain a level in rogue. However, they can allocate XP towards the cost needed to gain their first level of rogue next time they gain XP. After the training is done and the XP has been allocated, the character gains a level in rogue.
In addition to the XP cost, a character must have the minimum abilities scores needed to gain levels in their new class as per standard multiclassing rules.
Proficiencies, Hit Dice, & HP
Once a character gains a level in a class using these rules, they gain any proficiencies they would have gained from taking a level in that class with standard multiclassing rules.
Using the rules a character must keep track of how much HP they gained at each level and at what level they gained their hit dice at. If the max HP they would gain from taking a level in a class through this method is higher than the max HP they actually gained at that level, their maximum hit points increases by the difference. This only takes they highest amount of hit points gained at each class level into account. For example Wizlar the Wizard has a d6 hit die at 1st level, meaning he gains 6 hit points from his level in wizard. He later gains a level in fighter, meaning his maximum hit points increased by 4 because he would have gained more hit points as a 1st level fighter. If he later gains a level in barbarian, his maximum hit points increase by 2. Likewise his d6 hit dice from level 1 changes to a d10, and later a d12. This continues for each level he gains in classes with a better hit dice than his wizard d6. If he rolls his hit dice to determine how many hit points he gains, then he must keep track of what he rolled at each level. If he takes the average then he simply adds the difference between averages.
Proficiency Bonus, Ability Score Improvements, and Spellcasting
A character calculates their proficiency bonus and number of spell slots per day based on their highest applicable class level only. For example is Wizlord the 9th level paladin/8th level wizard/1st level sorcerer would have the spell slots of a 8th level wizard and a +4 proficiency bonus. He would have the spells known of a 1st level sorcerer and could only select spells that a 1st level sorcerer could select as his sorcerer spells known. Hw could also prepare paladin spells as a 9th level paladin and a 8th level wizard, choosing spells from their lists appropriately. Any feature that uses a character's total level only takes their highest class level into account.
A character can only gain a ability score improvement from a class level once. So Wizlord would only gain two total ability score improvements despite his experience.
Other Class Features
In general outside of the exceptions listed, a character gains all benefits of gaining their new class levels.
Variant: Old-School Multiclassing
This system was built to emulate the feel of 2nd edition dnd's dual-classing system, the system which went on to inspire 3rd and eventually 5th editions multiclassing system. These rules are best used with long adventuring days which tax resources, perhaps even with gritty realism rules requiring extended rests to recover daily resources.
How it Works
Level
XP
Prof
ASI
1
0-500 x L2
+2
2
300
+2
3
900
+2
4
2,700
+2
Ability Score Improvement
5
6,500
+3
6
14,000
+3
7
23,000
+3
8
34,000
+3
Ability Score Improvement
9
48,000
+4
10
64,000
+4
11
85,000
+4
12
100,000
+4
Ability Score Improvement
13
120,000
+5
14
140,000
+5
15
165,000
+5
16
195,000
+5
Ability Score Improvement
17
225,000
+6
18
265,000
+6
19
305,000
+6
Ability Score Improvement
20
355,000
+6
Traditional multiclassing rules require that a character essentially begin from square 1 of another class and gain abilities from the bottom up while still requiring the same effort it would take to gain another level in a class they've been training in for a very long time. This makes choices like multiclassing for character and plot based reasons very hard and harmful to a character's overall abilities. Under these rules traditional multiclassing and character level based mechanics are removed, replaced, or otherwise modified. At any point a character may choose to begin training in another class. This is difficult and time consuming, usually taking self teaching or training under a master, and cannot usually be done under a situation where the character is in immediate danger. The exact amount of time required is dependent on the DM, but this can generally be done with any decent amount of downtime.
XP Totals, Tracking and Cost
In this system the amount of XP a character has is tracked by class and not by total character level. Whenever a character gains XP, they can allocate that XP to any class they have at least 1 level in. Additionally the amount of XP needed to gain a level in a class is determined by that character's level in that class, not by their total class level. For example a 8th level Wizard/ 1st level Cleric, would only need 300 XP to gain another level of cleric.
To gain a level in a new class, a character must decrease their XP total in another class, usually their only existing class. This XP cost is equal to 500 x their current number of classes squared. For example a character with 5 levels in fighter is considering gaining levels in rogue, they must take time training and learning which decreases the amount of XP they have in fighter. If this cost in XP would lower the amount of XP they have in fighter below the amount needed to reach level 5, they cannot yet gain a level in rogue. However, they can allocate XP towards the cost needed to gain their first level of rogue next time they gain XP. After the training is done and the XP has been allocated, the character gains a level in rogue.
In addition to the XP cost, a character must have the minimum abilities scores needed to gain levels in their new class as per standard multiclassing rules.
Proficiencies, Hit Dice, & HP
Once a character gains a level in a class using these rules, they gain any proficiencies they would have gained from taking a level in that class with standard multiclassing rules.
Using the rules a character must keep track of how much HP they gained at each level and at what level they gained their hit dice at. If the max HP they would gain from taking a level in a class through this method is higher than the max HP they actually gained at that level, their maximum hit points increases by the difference. This only takes they highest amount of hit points gained at each class level into account. For example Wizlar the Wizard has a d6 hit die at 1st level, meaning he gains 6 hit points from his level in wizard. He later gains a level in fighter, meaning his maximum hit points increased by 4 because he would have gained more hit points as a 1st level fighter. If he later gains a level in barbarian, his maximum hit points increase by 2. Likewise his d6 hit dice from level 1 changes to a d10, and later a d12. This continues for each level he gains in classes with a better hit dice than his wizard d6. If he rolls his hit dice to determine how many hit points he gains, then he must keep track of what he rolled at each level. If he takes the average then he simply adds the difference between averages.
Proficiency Bonus, Ability Score Improvements, and Spellcasting
A character calculates their proficiency bonus and number of spell slots per day based on their highest applicable class level only. For example is Wizlord the 9th level paladin/8th level wizard/1st level sorcerer would have the spell slots of a 8th level wizard and a +4 proficiency bonus. He would have the spells known of a 1st level sorcerer and could only select spells that a 1st level sorcerer could select as his sorcerer spells known. Hw could also prepare paladin spells as a 9th level paladin and a 8th level wizard, choosing spells from their lists appropriately. Any feature that uses a character's total level only takes their highest class level into account.
A character can only gain a ability score improvement from a class level once. So Wizlord would only gain two total ability score improvements despite his experience.
Other Class Features
In general outside of the exceptions listed, a character gains all benefits of gaining their new class levels.