Alia:Alternate Rules

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ALTERNATE DUAL-CLASSING RULES

These rules for multiclassing are meant to allow for multiclass spell casters to gain some amount of power but may be applied to any combination of classes with the following restriction: only two classes may be chosen, one embarked upon the path there's no turning back.

The method is as follows:

At first level the character chooses their first class, at second level the second class, these levels are gained as usual. At 3rd level the character chooses to instead become a dual class and becomes a Dual class character of level 3 instead of a Class level 2/Class level 1 character. Any character with two classes at the same level may choose to become a dual class character, but may not go back. At this point, some recalculation happens, and the character advances according to the following rules:

Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.

Skill Points: Each class's class skills are the dual characters class skills. Max ranks are based on the character level. Average the skill bonus for both classes to determine how many points to receive at each level. Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).

Feats: Dual class characters gain a general feat once every 3rd character level as usual.

BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.

Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can't use skills or spells while raging, and sorcerers can't cast spells while in armor. If both classes have access to the same abilities, then use the better ability - do not add them.

At 5th level and every 4th level thereafter, the when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.

Example of Progression: a Fighter-Wizard

A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W +3/0/+3, has the two bonus fighter feats of a 2nd level fighter and casts spells exacty like a level 2 wizard.

At character level 4, they character would be a Fighter-Wizard 4, would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has a base F/R/W +3/0/+3, would have the class abilities of a 3rd level fighter and a 3rd level wizard.

At character level 5, they character would be a Fighter-Wizard 5, would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level fighter and a 4th level wizard, or a 4th level fighter and a 3rd level wizard.

At character level 6, they character would be a Fighter-Wizard 6, would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has a base F/R/W +4/+1/+4, would have the class abilities of a 4th level fighter and a 4th level wizard (gaining the class abilities of the class not chosen at 5th level.

At character level 10, they character would be a Fighter-Wizard 10, would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7, has a base F/R/W +5/+2/+5, would have the class abilities of a 7th level fighter and a 7th level wizard (gaining the class abilities of the class not chosen at 9th level.

Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter 5/wizard 5 from the core rules:


           Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5
-------------------------------------------------
Max HP           70        40      100        70      
BAB               7         5       10         7
FRW           5/2/5     3/3/7    7/3/3     5/2/5
Feats             8         4       10         7           
Casting Lvl       7        10        0         5 

Comparing Fr-Wz to Wizard. The wizard gains access to 5th level spells, has more spells per day, greater spell power versus SR. The fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter feats. He can't cast spells in armor, but he has access to martial weapons and can take weapon specialization.

Comparing to fighter: The fighter gains almost 50% hit points and BAB, can wear heavy armor with no problems and gets 2 additional feats. The fighter-wizard gets access to 4th level spells.

Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better. Gets access to 4th level spells instead of 3rd, has better spell penetration - everything else is identical - HP, BAB, and saves.

Example: Comparing a Druid-Sorcerer 10

           Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5
-------------------------------------------------
Max HP           60        40       80        60      
BAB               5         5        7         7
FRW           2/5/5     3/3/7    3/7/7     2/5/8
Sor Abil          7         0       10         5           
Druid Abil        7        10        0         5 

Comparing a Druid-Sorcerer 10 to the other spell casting classes, we can see that they give up higher level spell access for greater spell selection. The number of spells that may be cast is very large and the selection is great as well. The Druid-Sorcerer 10 gives up access to 5th level spells and gains the ability to cast spells up to level 4 from two spell lists as a 7th level caster. The caster power level is lower as will the maximum DC to save versus the spells.

Example: Bard-Barbarian 10

          Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5

Max HP 90 60 120 90 BAB 7 7 10 8 FRW 5/5/5 3/7/7 7/7/3 5/5/5 Bard Level 7 10 0 5 Barb Lvl 7 0 10 5

Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has a better attack bonus. The dual class has access to higher level class abilities, can cast as a 7th level bard instead of as a 5th, and gains the barbarian abilities of DR 1/- and trap sense +2.