All in all, well done. A few nitpicks:
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Originally posted by Arquendil Lorigollo:
In this situation [Dual-classing], the character begins as one class, then starts anew as a completely new class. This allows you to concentrate your efforts on a particular class instead of the 50/50 disadvantage in the multi-class, making things like Lv.7 thief/Lv.13 Cleric for example.
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Just for the heck of it, I would put in a little more emphasis that the *user* can choose to Dual-Class at
any time after Level 2, thus allowing you to craft your character exactly the way you want him/her.
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2.Fighter/Cleric: can cast cleric spells, turn undead, and specialize in blunt weapons. THEY CANNOT USE BLADED WEAPONS OR BOWS.
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They are restricted from all weapons that do either Slashing or Piercing damage. For instance, Spears and Darts are forbidden to all Cleric characters as well.
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4.Fighter/Mage: May specialize in any weapon, but can’t cast spells wearing any armor with the exception of helmets, bracers, and Elven Chain mail.
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And Shields. An explanation of what
is and is
not Elven Chain Mail would also not be amiss.
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6.Fighter/Mage/Thief: May not use thieving skills while wearing greater than studded leather
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....or Elven Chain. Perhaps instead of stating the "Armor Blocks Wizard Spells and Rogue Skills" rule in every section, it would be better to just explain it all at the very beginning.
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9. Cleric/Ranger: .... may place three *** in 2-weapon Fighting Style.
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This is slightly misleading, as all the other Warriors and part-Warriors can do this too.
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Dual Classes:
.....
2. Their first class cannot be any one of these:
- Paladin
- Monk
- Sorcerer
- Archer, Stalker, or Beast Master
- Wild Mage
- Bard
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Beast Masters actually
can Dual, at least in my game, but Barbarians cannot. Wild Mages might also be barred, but that I don't know.
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The primary stats for each class are:
....
Barbarian: STR
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Irrelevant, due to Barbarans not being able to Dual. Also, the stat requirements for Dualing a
Cleric to a
Ranger (Screwy, I know, but hey, it could happen) are very bizarre: One of the illogical reqisites is 17
DEX. I wrote them all down somewhere, I might be able to find it.
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1. Fighters who go to mage allow the mage class to gain grand mastery in a weapon and allow them to wear Elven Chain armor
2. Thieves who go to mage also allow the mage to gain some new weapon possibilities and allows them to wear Elven Chain
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The armor rules are already stated in your descriptions of the Fighter/Mage and Thief/Mage, etc. It might just be simpler to state that Dual-classes who are part Fighter can continue to add weapon proficiencies, all the way to Grandmastery, even if their Fighter half is no longer active.
Anybody else have any helpful points to add to the FAQ?