Wednesday, March 17, 2021

Building Bhakashal - Flexibility and Fun - Multi and Dual Classing Options


I have seen many opinions on multi and dual classing PCs in D&D. D&D is a class based game, I have played skill based games, and both have their appeal. AD&D leaned in to certain class based features in the game. Some I like, some I don’t.


For example, I don’t like linking character race (called “humanoid groups” in the setting) to dual and multi-classing, I prefer it to be an option the player can employ to get the kind of PC they want when the game’s given options aren’t jazzing them. I also dislike level limits, as they often don’t even come into play, so they don’t work as a restriction anyway.


If you are going to have a class based game, where class determines so much of what a PC can do, I think it behooves the game designer to give well designed solutions to how to address player desire for a class that isn’t there, or a different version of the existing one.


“Why can’t my wizard be good with a sword?”, well, do two levels as a fighter then switch to wizard, you’ll live longer and be able to swing that sword and use more magic items! Players tend to overestimate how long it takes to level at earlier levels of the game and the costs of this sort of switching.


If you think about it, what is a paladin if not a fighter/cleric of a sort, what is the assassin if not a fighter/thief of a sort, what is the bard if not a fighter/thief/druid of a sort, wait, OK, well, that last one was obvious. But in many ways the subclasses are combinations of the base classes that are formalized into a  new class. For example, in Bhakashal, I combined the ranger and assassin into the slayer


I see dual and multi classing as simple tools to use the existing mechanics in new ways, and make interesting combinations, perhaps even ones the game designers didn’t consider.


Because I have eased up restrictions on dual and multi-classing, you see it a lot more at my table, over the last three years we have had about a third of our players dual or multi class, in roughly equal numbers. I refer to “dual classing” as “switching classes” as it can be done more than once (e.g. the traditional bard).


Class-Switching and Multiclassing - Bhakashal

Class-Switching

  1. At any time past 1st level a PC may switch classes

  2. Any humanoid group may switch class

  3. When a PC changes classes, their character must find a new patron then spend a month of game time receiving appropriate training before starting in the new class 

  4. From that point forward the PCs experience score is divided between the two classes until the new class matches the level of the old class, at that point all of the score goes to the new class and only that class progresses. 

  5. Any class combination is allowed*

  6. You can pick up again in your old class at any time, as long as you can find a new patron or connect with your old one again


Multi-Classing

  1. Any humanoid group may multiclass

  2. The PC’s experience score is divided equally between the two classes

  3. Any class combination is allowed*

  4. If you are multi-classing at 1st level it is assumed that your training was in both, e.g. there is no month of preparation needed.

  5. You can multi-class at any level. When you adopt the new class you need training for a month, then you have your second class and you split your experience score between both from then on. 


*Note: any combination is allowed, but certain class functions will not work properly in certain circumstances. For example, a thief can’t move silently in full plate, can’t climb walls while carrying a 10’ polearm, etc. 


So this allows a few situations, all of which I have seen at my table:


PC started out as a fighter, by second level they switched to magic-user, they split their experience score between classes until they were a 2nd level magic-user, then the experience score was dedicated to progress as a magic-user from that point forward.


PC started out as a thief, at level 4 they decided they want to be a multi-class thief/illusionist, so they spent a month training and set out as a 4th level thief/1st level illusionist. Experience was applied to advancement in both classes from then on. 


PC started out as a monk, reached 4th level and decided to stop progression as a monk and become a magic-user. Experience score was split between the two classes until the PC reached 4th level as a magic-user, then he progressed solely as a magic user for a while. After hitting 5th level as a magic user he decided to switch back to monk again and progress in that. 


PC wanted a magic-user with a lot of illusion/deception-like spells, so she started at 1st level as a magic-user/illusionist and multi-classed from there. 


There are important advantages to switching classes and multiclassing, as class membership is somewhat front loaded, when you switch classes or multi-class you get a lot of new abilities, just by being 1st level in the class, e.g. access to magic-items you otherwise could not use. 


So it’s important that there is a cost to all of this as well, otherwise everyone switches classes or multi-classes, which is not the goal. But fortunately the design is robust here, for both switching classes and multi-classing the cost is the same: progress. Take a party of 1st level PCs, some single classed, some multi-classed. Say that a party member dual classed from fighter to magic-user after 4th level. And say that one of the PCs was a multi-classed thief/magic-user from level 1. 


The single classed fighters, thieves and magic-users would all be higher level in their chosen classes than their multiclassed / switched class counterparts. The single classed PC magic-user will always be higher level as a magic-user than the PC who switched to magic-user and the PC that dual classed as a thief/magic-user.  So single classed PCs get an advantage, they are generally higher level, and in a class based game that carries benefits, higher level spells, more weapon proficiencies, etc, etc. 


These things matter to players, so the choice to switch classes or multi class have costs, and player choices matter. In 7 years of playtesting I’ve seen a consistent third or so of my players either multiclass or switch classes. Some players prefer a “pure” archetype, some prefer to advance as fast as possible in their respective classes. 


I should also say that if the vast majority of my players chose to switch classes or multiclass, that would not be a criticism of the game, it would be a testament to it’s flexibility in meeting player needs. I want the players to get to play the character that interests them, I think that helps with buy in. And until you are more experienced with the system, it’s hard to know what you like ahead of time. 


Multiclassing and switching classes gives you that flexibility, and sometimes it also gives you a cool new character concept. If that happens, you can always consider home-brewing a subclass that captures the combination of interest. As mentioned, the Bhakshal Slayer is essentially a ranger/assassin, combining woodcraft skills with the ability to slay a particular kind of foe. 


The other important point to keep in mind is that multiclassing and class switching don’t weaken the value of the class system, they maintain it and allow it to be flexible. If you are playing a particular system for a long time (and I assume that at least some people are looking for a game system they can lean into), flexibility prevents boredom and predictability, and allows the game to grow a bit with your group. 


Removing all the race based restrictions and level limits and opening up the process to make it easier to do after 1st level has not “broken” my game and led to “no single class characters” any more than opening up the PC humanoid groups to non-human options leads to everyone playing a non-human. I can say however, that the multiclassing and dual classing rules in 1e AD&D as written tended to do exactly that, there were a lot of demi-human PCs as they got a whole bundle of bonuses and exceptions (e.g. elven fighter/magic-users getting to wear metal armor and spell cast).


I think of changes like this as freeing up the creativity of the players, and that leads to more buy in and more overall enjoyment of the game.


Win win.



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