Personally I would echo the sentiment that either a Dual Class Fighter -> X be restricted to 2 pips when they regain their Fighter levels, or that a Multiclass Fighter/X be able to allocate pips as a single or dual class Fighter does.
Dual classing is already the munchkin way to get a level 38 mage with Fighter THAC0, HP and a Fighter Kit, they don't need to get proficiencies as well.
Multis according to unmodded rules can only ever reach two pips in any weapon. So no GM for them. I hope this will be carried through to BG:EE as it is the only reason to ever play a straight up fighter dude.
Or the reason to play a straight fighter is to reach level 40, have amazing thaco, and lots of fighter HLAs, while a multi fighter will only reach level 24.
Its easy to mod grandmastery for multiclass fighters into the game anyway, so it doesnt need to be changed.
Or the reason to play a straight fighter is to reach level 40, have amazing thaco, and lots of fighter HLAs, while a multi fighter will only reach level 24.
Its easy to mod grandmastery for multiclass fighters into the game anyway, so it doesnt need to be changed.
I prefer the limit on multi-class fighters to be honest, otherwise there's less reason to single (or even dual) class, so less benefit to being a human
I personally never understood why multi-classed Fighters can't progress beyond Specialization. They're the only multi-class that gets nerfed this way.
Agreed, it's like saying that multiclass mages can never get spells above third level, or multiclass thieves can never apply more than 35 points into any thief skill.
But no, AD&D must have its racist game mechanics to ensure only the human-style of multiclassing is better than anyone else's.
13. You get 1.5 attacks per round and max fighter hit die at level 9, which is the most popular level to dual, but also 2 attacks per round at level 13 which I like to have on my Kensai duals.
For clerics / druids I would dual at 9, for thieves / mage I like to dual at 13.
Comments
That makes more sense.
@Tanthalas Will swashbucklers gain an extra 1/2 attack per round from having 2 slots?
Dual classing is already the munchkin way to get a level 38 mage with Fighter THAC0, HP and a Fighter Kit, they don't need to get proficiencies as well.
They won't. Extra attacks per round from proficiencies are only for warrior classes.
Multi is different. They could reach GM later on (considering slower lvling)
Its easy to mod grandmastery for multiclass fighters into the game anyway, so it doesnt need to be changed.
Humans already have plenty of benefits:
- No other race can be any class in the game.
- Dual-classing is generally superior to multi-classing.
But no, AD&D must have its racist game mechanics to ensure only the human-style of multiclassing is better than anyone else's.
For clerics / druids I would dual at 9, for thieves / mage I like to dual at 13.