Tuesday, December 13, 2016

Fantasy AGE "Multiclassing" Rules

My first roleplaying was Dungeons & Dragons, and like many others, I use to spend hours creating all sorts characters. This was helped greatly by D&D's multiclassing rules (well, for 3rd edition at least). In Fantasy AGE however, there are no such rules.

At first, I found this to be a sticking point for me; I really liked mix-matching classes to create more interesting characters. I tried spending hours thinking about how to implement D&D-style multiclassing into Fantasy AGE, but I've come to accept there is no multiclassing in Fantasy AGE.

However, I also like to tinker with various aspects of the rules. And this time, I tried using Fantasy AGE's specializations as a method to produce multiclassed characters. When I was writing these specializations, I tried to keep their benefits equal to about a 6th-8th level character in the class it is trying to emulate.


ADEPT [Rogue and Warrior Specialization]

Requirements: Intelligence and Willpower 2 or higher.

You have trained in the magical arts at the local mages' guild.

Novice: Magic Training: You learn one magic arcana of your choice.
Journeyman: Magic Training: You learn one magic arcana of your choice.
Master: Magic Training: You learn one magic arcana of your choice.

Magic Talents: You are considered a Mage for the purposes of meeting the requirements on magic talents. However, you are limited to the Novice and Journeyman degrees in a magic arcana.

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SCOUNDREL [Mage and Warrior Specialization]

Requirements: Accuracy and Dexterity 2 or higher.

You have taken a few lessons from the local thieves' guild.

Novice: Rogue Talent: You gain a degree in a Rogue talent (see below). You can also perform the combat stunt, Pierce Armor, for 1 SP.
Journeyman: Pinpoint Attacks: You gain the Rogue ability, Pinpoint Attacks.
Master: Rogue Talent: You gain a degree in a Rogue talent (see below).

Rogue Talents: You are considered a Rogue for the purposes of meeting the requirements on the following talents: Archery style, Dual weapon style, Scouting, Single weapon style, Thievery, Thrown weapons style.

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FIGHTER [Mage and Rogue Specialization]

Requirements: Constitution and Fighting 2 or higher.

You've spent time in the training yards of the local warriors' guild.

Novice: Warrior Talent: You gain a degree in one of Warrior talent (see below) of your choice. You also learn one new Weapon Group of your choice.
Journeyman: Dual Strike: You can perform the combat stunt, Dual Strike, for 3 SP.
Master: Warrior Talent: You gain a degree in one of Warrior talent (see below) of your choice.

Warrior Talents: You are considered a Warrior for the purposes of meeting the requirements on the following talents: Archery style, Armor training, Dual weapon style, Pole weapon style, Single weapon style, Throwing weapon style, Two-hander style, Unarmed style, Weapon-and-shield style.

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