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-by- Steven L Cox
Of all the various rules found in
the AD&D game, the mechanics of dual-classing are often considered
the most stupefying, the most bald of all game mechanics. Sometimes
blatantly arbitrary, sometimes puzzling, these rules need a serious
makeover to bring them into the AD&D of modern times. This
article is my humble attempt to shed the light of reason upon
the AD&D dual-classing mechanics.
Dual-Classing
The dual-classing option is most problematic
for most players. The limitation of allowing only humans to dual-class
is often questioned for justification. The strident prime requisite
demands for dual-classing is also under scrutiny. But, most importantly,
the method of XP division among the classes is under fire.
The Humans Only Limitation
was put into place to give
the human race a special classing option, since humans are not
allowed to multi-class under the core rules. Given that this
is a rather bald game mechanic, backed up by little to no actual
need, this restriction is hereby dropped. Humans, demihumans,
and any race capable of obtaining levels in the AD&D structure
are now allowed to dual-class. That's right, if your dwarven
fighter decides to take up the cloth of the church later in his
career, feel free to allow this.
Prime Requisite Requirements
for dual-classing, needing a score of 15+ in the original prime
req and a 17+ in the new prime req, seems to be there simply
to limit the accessibility of this option. Supposedly, dual-classing
is a very powerful game mechanic to let into your player's hands,
so a cap is placed on the option to make it more difficult to
reach. This restriction serves little purpose, as it prevents
the non-munchkins from using a decent rule, while the already
power-mad munchkins (with their "no stats below 15"
mentality) have free reign with the dual-classing option.
To solve the problem, simply drop
the Prime Requisite requirements for dual-classing. Any character
is allowed to dual-class. There are still a few limitations;
the character must meet the core prime req requirements of having
at least a stat of 9 in his chosen class(es). Also, the character
cannot chose to dual-class among classes with conflicting requirements
(one cannot dual-class as a ranger/druid, since they have opposing
alignment requirements).
The most important thing to remember
is that the choosing to dual-class should be inspired by events
within the campaign, not by haphazard choice made of the player
in order to obtain more power. Has your heathen fighter been
converted to the church of Saint Cuthbert? Allow the dual-classing
option here. Is one of your players wanting to
dual-class his mage to a cleric just to gain access to more firepower?
Reject the suggestion.
If you're worried that allowing such
an open policy on dual-classing might be troublesome, note that
there are still restrictions on the option that the DM may exercise
to keep his campaign under control. As mentioned above, the core
prime requisite requirements are still in place; don't allow a
fighter with an Int 4 to dual-class to a mage. Also mentioned
above, require an in-campaign reason for the dual-classing, backed
up my solid roleplaying. Finally, why even consider dual-classing
a powerful benefit? It's essentially a variant form of multi-classing,
and all demihumans are open to that option from the point of creation
(most campaigns promote demihuman multi-classing as the racial
norm). Dual-classing is far from a campaign-shattering effect,
and, if used correctly, is often a roleplaying boon.
XP Division
among the dual-classed is the primary sticking point to the mechanic.
Forcing the dual-classed character to use only (or, almost exclusively)
his new classes abilities doesn't seem overly realistic to many
players; an unnecessary disadvantage to keep the occasional munchkin
down. The ideal fix is to incorporate some of the structure of
multi-classing.
When a character decides to dual-class,
simply divide the acquired XP between the classes, much like the
way multi-classing is handled. However, unlike multi-classing,
the dual-classed will generally have a level gap; one class being
higher level than the newly acquired class. The answer is still
found in multi-classing, which divides XP fairly
among the classes; either 50% to both classes, or 33% to each
of the three classes. Apply the same principle with dual-classing;
divide the XP fairly among the classes. This is
best done by calculating the total number of levels of the character,
dividing the XP up into those number of units, and giving out
the XP "shares" based upon the level of each class.
For example, lets look at Gwain,
a 5th level bard. Gwain makes a career decision
to dual-class to a mage, resulting in his being a 5th/1st
level character. During his next adventure, Gwain earns 12,500
XP which needs to be divided among his classes in a fair manner.
His total number of levels is 6 (5 + 1), so divide the XP into
6 shares of 2083 XP (round down). Gwain's bard class earns most
of the XP, gaining 5 shares (10415 XP), while his mage class gains
only a single share.
This system allows for a fair advancement
rate with the new class, unlike the core rules which generally
has a dual-classed character rapidly gaining ground. It also
has the original class still advancing, unlike the core rules
which suggest that once a human begins studying a second path,
he all but abandons the original class.
For those occasional players who want
to totally abandon an existing class in favor of learning
a new path, then the core dual-classing rules are the best option
for you. Merely choose the new class and forgo ever using the
original class abilities one left behind. The suggestion revision
to dual-classing is for those players who want to expand
their PCs options.
Multi-Classed?
With these changes, dual-classing
is now nothing more than a modified form of multi-classing. In
fact, by using the above changes, and allowing the standard multi-classing
option be open to humans, there is no difference between dual-
and multi-classing now. A PC can begin his career multi-classed,
or choose to "multi"-class later in the career with
the above rules. You could even have a multi-classed character
dual-class with the above rules. You might want to drop the
usage of the word "dual-", since it doesn't apply in
the standard sense anymore. Dual-classing is multi-classing.
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