Help with Multi-Class Homebrew Rules.

Post/Author/DateTimePost
#1

Alpizarai

Jul 22, 2014 9:09:53

Understanding that Offical Multi-class rules are not yet released for 5th edition D&D. And taking some direction from 3rd Ed multiclass. We have come to some sort of guidelines to use Multiclass with Basic RuleSet. However, I sincerely think we'll need Help with these Multi-Class Homebrew Rules...maybe someone can get me a little direction too?

These is based on assumptions on how the multi-classing will work, given what we know so far...

 

Homebrew-Multiclass requirement:
 

Ability Scores have to be over 16 in the primary abilities of your "additional" class, as determined in the Table found in page 20 of the D&D basic rules.

Homebrew-Multiclass effects:

- Choose only a single skill or proficiency or tool from the new class.
- Choose only 2 saving thows to use and benefit from a proficiency bonus. Pick from your previous clases' saving throw options. So that your character can choose sometimes from 4 or three options, depending on how many classes he takes and how many saving throws options repeat. Multiclass character should benefit only from two scores affected by the proficiency bonus, just as a any other character in the game.
- Calculate your Proficiency Bonus with your character level. As the sum of all your classes together, do not add the Proficiency Bonus of Fighter, or the prof bonus of other class you are hiher level than other. Nor select the highest of the classes you posess. Proficiency Bonus is +2 at level one and grows by one for every 4 levels thereafter.
- Your character is considered a member of any of the classes you have selected, as he conveniently chooses; for the purpose of any game mechanic that depends on this tag. For example, you are a spellcaster Wizard, even if you are also a rogue THIEF and a warrior or cleric too.

Basically the drawback of multiclassing is that you don't get to use the most significant features of a class but would get a new Skill, Proficiency or Tool anytime you multi-class, not the whole combo as the class you choose at first level.

Thanks for your time reading this, and well...any feedback is appreciated (sorry if someone also posted something similar)




 

#2

mellored

Jul 22, 2014 11:06:47

Look ok overall, but i would...

 

Ability score requirment: 13.  (you could reasonably have a single 16 stat for the entire game).

 

Casters: Combine your slots, but not known spells.  For instance a cleric 2/wizard 3 would ....

*gain level 3 spell slots.

*know both level 1 spells like cure wounds and burning hands,

*but would not know level 3 spells like revivify or fireball.

#3

Vatras

Jul 23, 2014 9:11:48

The new edition has picked up a few things from Castles & Crusades when I look at the new rules. In that rule-set you also use your stats as your saves and have two primary stats with increased saves (or three if being a human). If you multiclass in C&C you do not get more primary stats, and it feels right that nobody has more "good saves" than others because he has more than one class. It is probably a good idea to let the player pick among those available to his classes, which improves the character in the direction he prefers. So I am there with you.

 

Proficiency bonus is not hard to handle. You use the one from the class whose abilities you want to use at that current level. So a fighter/wizard 6/4 would use his fighter bonus (at 6th level) for all things martial and his wizard bonus (at 4th level) for spellcasting. The loss of power has always been the price of multiclassing - you broaden your options but forgo some oomph. On the other hand, caster level does not mean the same here as in 3.5 or earlier editions, so it is not as tough as it used to be.

 

Yep, a character should always count as all his classes as stated.

 

I thought you would get to use the whole bundle of abilities when multiclassing under the official rules once they are released. It will make single level dipping for power too good an option, though. I can already see all the fully armored cleric/wizard/fighters So, after a little reflection, getting only part of a second or tertiary class might not be a bad idea after all.

 

As mellored says, 16 is probably too high a requirement for a multiclass, but that depends on what your groups usually have stat-wise. Certain stat generation methods will produce 16-18 fairly frequently

 

If you have the opportunity, you can check out for inspirations the appendix of the C&C Players Handbook, which contains the class-and-a-half rules, which impose limits upon what you get from second classes. I am curious already what the official rules will be after reading your post.

#4

Archon007

Jul 23, 2014 9:53:55

I would use the Play Test rules. You can find them online if you don't have them. The PHB probably will be closure to that then anything a fan makes up, imho.

(Reply to #3)

2Chlorobutanal

Vatras wrote:
#6

Psikerlord

Jul 23, 2014 19:23:46

Starter set specifically says you need the prerequisite stats in both the starting class, and the mutli class, which was a change from the playtest I believe (where you only needed the prerequisite stat in the multiclass). We'll know in 2 weeks or so wont we, when PHb is out and revised basic DnD document?

#7

Alpizarai

Jul 28, 2014 3:07:06

Thanks a  lot  for the input guys. Now, yes I checked on the latest interim rules for multiclassing and I found some advise there.

  Conveniently, we've had the oportunity of playtesting multiclas characters in two groups around here... So far with two clasess only and it plays out very well with those multiclass options shown above. Well, now using the C&C guidelines you mentioned, and references from the D&DNext and Saga...i've came up with my final Variant Rules to use multiclassing with Basic D&D RuleSet...

 

  Considering that adding the cumulative proficiencies like the playtest mentions, of every class will make you godly powered compared to other character, it is logical to use only 2 saving throw profiencies. Also, considering that your STARTING class kinda marks your character in a way: we've been inclined to use only your starting classe's proficiencies (skills, weapons, armors, languajes, tools and saves).

 

  •  For simplicity's sake, a character should only get one extra proficiency from the new class you are multiclassing into (skills, languajes, weapons, armors and tools only). So that you'll get an extra proficiency for each extra class in your advancement, it is not like you can use them simultanously in anycase. Other than that, the character should adhere to using the starting clases' saving throw proficiencies.
     
#8

Danny_Montanny

Jul 28, 2014 12:30:01

My guess is that they'll keep the stat requirement from the play test. Which was 15+ in the main stat for Bards, Clerics, Druids, Fighters, Mages, and Rouges and 13+ in two stats for the rest of the classes. Adding that you must meet requirements for both classes changes things quite a bit, but still should make most dual-classing possible.

 

As for spell casting, once again the way it was handled in the play test is very likely to go through. There was a spell slot table that detailed the progression of your spell casting classes combined. You'd get your full level for primary casting classes and half your level (rounded down) for secondary casting classes. You prepared your spells according to each class and could only prepare spells from levels granted by each class individually, not your combined level.

 

I wouldn't be surprised if armor proficiency went down 1 type, though. So picking up a level in Fighter or Paladin will only get you proficient in light and medium armor.

#9

Alpizarai

Aug 01, 2014 2:19:26

Thanks danny--very much appreciated.