Advanced Rules: Multiple Classes

When selecting character race and class separately, players may optionally also be allowed to choose more than one class. This is a significant departure from the standard rules, so the ramifications should be considered very carefully:

  • Allowing multiple classes to be chosen greatly increases the complexity of the character creation process.
  • Single-classed characters tend to be overwhelmed by characters with multiple classes, who can do everything they can and more. Single-classed characters advance more quickly, but the exponential nature of the class XP tables means that they are rarely more than one level ahead.
  • In the traditional Advanced rules, only demihumans were allowed to choose multiple classes and then only in specific combinations. The referee may consider creating combinations of allowed classes, emphasising the different cultures of the various demihuman races.

Choosing Multiple Classes

A character may be of up to three classes, which are selected at character creation.

Level and Experience Points

The character has a separately tracked count of experience points per class. When earning XP, the total earned is split evenly between the per-class XP counts.

Prime Requisite XP Adjustments

The character has a separate prime requisite XP modifier (see Ability Scores in Old-School Essentials Classic Fantasy) for each class, based on that class’ prime requisite(s). The modifier only applies to XP added to that class’ XP count.

Levelling

The character has a separately tracked experience level per class. When the character has gained enough XP in one of their classes, that class increases in level.

Hit Points

When determining hit points at character creation or upon gaining a level, any hit points gained are divided by the number of classes. Fractions are tracked and may add up to a whole number later on.

Example: A fighter/thief gains a thief level. The player rolls for hit points, resulting in a 3. The character gains 1½ hp. Upon gaining a fighter level, the player rolls for hit points, resulting in a 5. The character gains 2½ hp. The half hit points gained for the thief and fighter levels now add up to a whole hit point.

Saving Throws and THAC0

The character uses the best saving throw value in each category and the best THAC0 value of all of their classes.

Class Abilities

Allowed Armour

The character may use the best armour options allowed to any of their classes.

Allowed Weapons

The character may use the best weapon options allowed to any of their classes. For the purposes of the optional weapon proficiency rules (p53), the character is treated as their most favourable class.

Spell Casting

The character may use the magical abilities of each class without restriction.

Stealth Skills

Class abilities such as hide in shadows or move silently may only be used when wearing armour that is allowed to the class that grants the ability.