Half-Levels: An Optional Multi-Classing System for the Dungeon Crawl Classics Game
By Daniel J. Bishop
Revised 9 Dec 2012
At some point, players ask why their
halfling cannot become a thief. Or why
their warrior cannot also become a cleric.
Half-levels are my answer to this.
If a human wants to take levels in another
class, he must first take a half-level in the new class. Once this is done, he can take levels in his
original class or his new class at will, whenever he has enough experience
points to gain a new level. After the
half-level, the first level gained in the half-level class is 1st
level. Gaining a half-class level is
exactly like gaining a level in terms of XP requirements.
Things work a little different for
demi-humans. Demi-human classes do not
have half-levels. An elf who takes the
Elf class always gains the full first level, even if he has taken levels in
other classes. The same is true for
halflings and dwarves. However, if an
elf wants to become, say, a thief after gaining his first 10 XP, then he must
take a half-level first.
It is possible to gain three or more
classes by taking multiple half-levels.
The following general rules apply:
- All classes gain a full Hit Die, as though they had taken a standard level in the class.
- Attack bonuses, saving throw bonuses, and caster level do not “stack”; the character takes the best attack bonus offered, and the best saving throw bonus for each category offered by any of his classes. Caster level is determined on the basis of each class, so that an elf wizard would have an Elf caster level and a Wizard caster level.
- In my home campaigns, a specific relationship with the gods is one of the things that sets humans apart from demi-humans, so no demi-humans may take half-levels or levels in Cleric. Check with your judge to see if this restriction applies to his or her campaign milieu.
- In my home campaigns, halflings are not skilled in magic, so no halfling may take a half-level or levels in Wizard. Check with your judge to see if this restriction applies to his or her campaign milieu
Class
|
Attack/Deed
Die
|
Crit
Die/Table
|
Threat
Range
|
Action
Dice
|
Max
Spells
|
Luck
Die
|
Ref
|
Fort
|
Will
|
Cleric
|
+0
|
1d6/III
|
20
|
1d20
|
2
|
-
|
+0
|
+0
|
+1
|
Thief
|
+0
|
1d5/II
|
20
|
1d20
|
-
|
d2
|
+1
|
+0
|
+0
|
Warrior
|
+d2
|
1d8/III
|
20
|
1d20
|
-
|
-
|
+0
|
+1
|
+0
|
Wizard
|
+0
|
1d4/I
|
20
|
1d20
|
2
|
-
|
+0
|
+0
|
+1
|
Special rules for each class follow.
Cleric
- Caster Level is 0.
- Turn Unholy is gained.
- Lay on Hands is not gained until 1st level.
- Divine Aid is not gained until 1st level.
Thief
- Thieves’ Cant is not learned until 1st level.
- Skill bonus for all thief skills are ½ the listed 1st level value, rounded down.
- Cast spell from scroll is 1d10 regardless of alignment.
- A halfling thief gains the better of his Halfling stealth bonus or his Thief bonuses; they do not stack.
- A halfling thief rolls a Luck Die, but always gains a benefit of 2 or more. If the halfling thief acts as a Lucky Charm, the benefit is always based off of his Halfling class. A halfling thief only regains 1 point of Luck each day (not 2).
Warrior
- With a d2 Deed Die, a ½ level Warrior cannot perform Mighty Deeds.
- The warrior’s Lucky weapon can be chosen at either the ½ level or at 1st level, as determined by the player, but the bonus is not in effect until it is chosen.
- A warrior (or dwarf) who also has an attack bonus from another class always gets the better of his attack bonus or the result of his Deed Die, whichever is better. Whether or not a Deed succeeds is always dependent upon the Deed Die roll, however. The result of the Deed Die is added to damage as normal.
- A dwarf warrior gains the better of his Dwarf Deed Die or his Warrior Deed Die; they do not stack.
Wizard
- Caster Level is 0.
Damn sweet idea.
ReplyDeleteIf I ever run DCC as a campaign game, I'm definitely gonna yoke this.
Is this a system whereby, instead of taking a "full" level (your already chosen level), you take a half-level in an alternate class? Or is this something where all characters get a "half-level" of something, for the sake of breadth, and this is the mechanics of that?
ReplyDeleteThe idea is that an elf who wants to be a thief can do so, but it costs two levels to get the benefits of first level. Likewise a warrior who wants to be a cleric.
DeleteGotcha -- so it's a substitute for your "normal" level, with reduced, but interesting benefits. Cool.
ReplyDeleteI suppose it would work, too, as a kind of "everybody gets a half level of something else" for variety in a particular campaign...
Sure. This would be especially useful in games where there are fewer players, so that all of the character types are not represented. You could also take a page out of Crawl! and run a campaign where everyone had a half level in Thief, for example, to represent the generally stealthy nature of many Appendix N characters.
DeleteTHIS IS SWEET
ReplyDeleteI'd like to publish this in a future issue of Crawl! (if you don't mind.)