Showing posts with label multiclassing. Show all posts
Showing posts with label multiclassing. Show all posts

Tuesday, 20 February 2018

LotFP Hybrid Classes Expanded 2: Shamans and Sages

Go to part 1. We continue on the track started by Jackson Malloy's post about hybrid classes at Sword and Scoundrel. This is a separate post because it's a bit more out there than the first, and is hungrily eyeing a couple sacred cows.

Malloy's system starts with the axiom that Clerics and Magic-Users cannot be combined. This seems reasonable. After all, they are of opposite alignments, and have their own niches; traditionally, wizards have not been granted the ability to heal as a check to their power (as well as for thematic reasons).

But... what would happen if we broke those rules? Apparently, James Raggi's recent playtest of the next version of LotFP also combined Clerics and Magic-Users into one class, or at least gave Cleric spells to the Magic-User. What if we went further with the hybrid classes and included a Cleric-MU-hybrid - or even a tri-class-hybrid, a Cleric-MU-Specialist?

With our XP formula from part 1, it would take the Cleric-MU - let's call it a Shaman - 3,000 XP to reach second level, and the Cleric-MU-Specialist - let's call it a Sage - 3,700 XP. For spellcasting, they are half a Cleric, and half a Magic-User, but separately, so their caster level is halved, and they know spells as a caster of half their level. But when combining two casters, it makes more sense to combine the spell slots into one pool, so that they start with spell slots at lvl 1, but perhaps still have to divide their prepared spells between the two lists. For some reason, I'm attracted to the idea of forcing the Shaman to strike a balance between Cleric and Magic-User spells. (That might be just due to the Goblin Shaman class in Warhammer Online, who had a charge-up meter that empowered their their healing magic when they cast damage spells, and vice versa.)

The Shaman has a d6 hit die. But our Sage is clearly a scholarly type, so let's lower its hit die to d4 and limit their skill selection to non-movement skills. In return, we'll reduce its XP costs to 3,000, since the only thing it now has over the Shaman is knowing a bit more about secret doors and languages.


Shaman

https://commons.wikimedia.org/wiki/File:Shaman.jpgHit die: d6
Saves: as Cleric
Base XP: 3,000.

You have spell slots equal to a Magic-User of your level. You can cast both Magic-User and Cleric spells, and you are considered a caster of half your character level (minimum of 1). However, when you prepare spells, half of the spells for each level must be Cleric spells, and the other half Magic-User spells. If you have an odd number of spell slots for a given level, you can choose whether to prepare a Magic-User or Cleric spell in the last slot. For example, if you have three 1st-level spell slots, you can prepare one Cleric and two Magic-User spells of 1st level, or two and one.

You can not cast spells if you are more than Heavily encumbered. Like an Elf, you must have one hand free (or clutching a magical focus) to cast spells.


Sage

https://commons.wikimedia.org/wiki/File:Rembrandt_Scholar_at_the_Lectern.jpgHit die: d4
Saves: as Magic-User
Base XP: 3,000.

You have spell slots equal to a Magic-User of your level. You can cast both magic-user and Cleric spells, and you are considered a caster of half your character level (minimum of 1).

You can not cast spells if you are more than Lightly encumbered. Like a Magic-User, you must have both hands free (or clutching a magical focus) to cast spells.

Additionally, you have two skill points at 1st level, and gain one more skill point each time you level up. These skill points cannot be used for movement-based skills (Climb, Sleight of Hand, Sneak Attack, Stealth, Tinker), but only mental ones (Architecture, Bushcraft, Languages, Search, and any other ones you may have in your game such as Medicine or Arcana).


Learning Spells

In LotFP, Magic-Users learn one random spell of a level of their choice on level-up, and can add spells from scrolls and spellbooks they find. They start with Read Magic and three random spells. Clerics learn all Cleric spells automatically. So, how do we reconcile this for our hybrids? Here is a fine opportunity to add some flavour and differentiate these classes. If you wanted to introduce new mechanics or subsystems, this would be an appropriate place, since it's not something that has to be referenced in every session.

For example, the Shaman might not use a spellbook, instead starting with two random spells from each spell list, learn one spell from each spell list on level-up (of a level of the player's choice), and be unable to transcribe spells. You could add a mechanic for the Shaman to influence the choice of spells learned, or a mini-game - as long as it's something that is quick to resolve since it is only engaging a single player!

The Sage should use a spellbook, of course. They could start with Read Magic, one random Magic-User spell (or Identify) and two random Cleric spells. They would learn one random spell on level up from a spell list and level of their choice, and in addition be able to transcribe Cleric spells (from scrolls) as well as Magic-User spells into their spellbook.

This results in two classes that have more versatility than either of the core casters, through being able to either learn or transcribe a greater number or spells, while casting them at a lower power, in addition to the increased XP costs.

If you decide to use hybrid classes at your table, you may not want to include every one, what with so many redundant spellcasters. Decide based on the flavour you're going for. The Shaman and Sage step on some toes, so you might want to pick only one of them, depending on whether the written or spoken word is more improtant in your setting. Personally, I might only include the Ranger, Paladin, Sage and possibly Assassin for my current medieval setting. For a "Nordic barbarians" vibe, I'd go with the Ranger and Shaman instead. What do you think?

Sunday, 11 February 2018

LotFP Hybrid Classes Expanded: Pseudo-Rangers, Paladins and Bards

So, you want to start DMing Lamentations of the Flame Princess, but your players are complaining about how the system is "lacking" because there are only four classes that aren’t race-as-class. They want more options, for whatever reason. Maybe they want to play a ranger. Normally I’d tell them that a ranger is just a specialist with a bow and Bushcraft skill, or perhaps a halfling. But maybe this hypothetical player wants their ranger to be fighty. Maybe you need some shiny bait to get them hooked on the OSR. Here’s how you can trick customization-obsessed players with the appearance of breadth, while using only existing mechanics and adding no special class features.

Jackson Malloy at Sword and Scoundrel has blogged about a houserule for hybrid classes in Lamentations of the Flame Princess here: https://swordandscoundrel.blogspot.com/2015/07/lotfp-multiclassinghybrids.html
The work here expands on those ideas, with some additions, modifications, and clarifications. If you don't already have the free rules for LotFP, grab them at RPGNow, DriveThruRPG or DMsGuild.

In short, under Malloy's system, you can combine any two of the four human classes into a hybrid class, with the exception that combining two spellcasting classes is not allowed. Picking Fighter gives you +2 attack bonus (non-increasing) and their combat options (Defensive Fighting, Press, Parry +4). Picking Specialist gives you half the amount of skill points, and you are locked to two skills you pick at the start. Picking Magic-User or Cleric gives you spellcasting as if you were a spellcaster of half your character level. Saving throws are as either one of the two classes (player chooses at the start).

While there have been some attempts to add Paladins and the like to B/X games, such as the holy character in the Basic Fantasy RPG Quasi-Class Supplement, I really like the simplicity of Malloy's system. It's the minimal mechanical change you can make to add classics like Paladins to LotFP (an extremely focused and precisely-crafted game). There's no Lay on Hands bolted-on here - a Paladin is literally a nerfed Fighter with divine spells, and a Bard (if that's what you decide to call it) is a skillmonkey with arcane spells.

However, Malloy’s system is not quite complete - glaringly, nothing is said about hit dice/hit points, or about spellcasting encumbrance limits. More on that later, but first, let’s map out the hybrids available. (From hereon, I’ll be abbreviating Fighter, Specialist, Cleric and Magic-User as FTR, SPE, CLE, and MU for my own sanity.) The five combinations are:
  • FTR-SPE (“Professional”: Ranger, Assassin or similar)
  • FTR-CLE (Paladin)
  • FTR-MU (Spellblade, or whatever other nonsense term for a gish)
  • CLE-SPE (Seeker)
  • SPE-MU (Bard, inevitably).

Now, instead of introducing a "player-facing" mix-and-match system, let’s pre-mix the options and write them out into complete classes or archetypes. Because we want to limit the complexity we present to players, and want them thinking about minmaxing the system as little as possible. So instead of letting the player choose the saving throw tracks, I will make the decision on which is appropriate for each archetype. For example, a Ranger is a FTR-SPE hybrid with Bushcraft and Stealth skills and saves as a Fighter. Assassin has Stealth and Sneak Attack and saves as a Specialist. If you want, you can add more: a FTR-SPE with Search and Tinkering could be a Tomb Raider (saves as a Specialist). In case you’re wondering what a Seeker is, it’s what I’m calling what is essentially a grave-robber in the service of a church, who goes out to recover religious relics.

(Protip: if you're reading on mobile and tables on Blogspot look awful, try the "reader mode" on your browser.)


FighterSpecialistClericMagic-User
Fighter-ProfessionalPaladinSpellblade
SpecialistProfessional-SeekerBard
ClericPaladinSeeker--
Magic-UserSpellbladeBard--


Hit dice

For hit dice, I think the way to go is to split the difference and round up, so a hybrid of a d6 and d8 class would have a d8 hit die, and a MU combined with anything else would have a d6. Thus, though both are half-casters, the Paladin has more hit points than the Spellblade, which is what I would expect to see.

Experience

Then there is the matter of experience. XP required to level up in Malloy’s system is equal to the higher of the two classes, plus 50%. For example, CLE-FTR: 2,000 x 1.5 = 3,000. FTR-MU: 2,250 x 1.5 = 3,375.

However, let’s examine what a Spellblade (FTR-MU hybrid) gets over the Elf (who requires only 3,000 XP). Elves cast practically as a MU of their level. Spellblades cast at only half their level. Since I’m giving them a d6 hit die, they don’t win over the Elf in hit points or saves either. Plus, Elves have other special characteristics. Though I think it’s fine for the Elf to be as good as it is, I still think we should aim for the best possible balance when adding these new options, so the Spellblade should not cost more experience to level than the Elf - in fact, it should cost less.

On the other end of the scale, the hybrid class should certainly cost more XP than either of its constituent classes. And I believe it should also cost more XP than the Fighter, even in the case of the CLE-SPE, just because. So, we have a range of XP to aim for with our base XP (experience required for level 2, which is what all subsequent levels are calculated from) formula: more than 2,000, but less than 3,000. This is the equation I came up with for the XP required for level 2:

Hybrid class base XP = (Class 1 base XP + Class 2 base XP) * 2/3

To keep the tables clean, I rounded the results to the nearest 100.
This results in the following XP requirements for level 2:
Cleric/SpecialistFighter/SpecialistFighter/Cleric, Specialist/Magic-UserFighter/Magic-User
2,2002,3002,5002,800

A nice spread, in my opinion.

Side note: In case you're wondering, the formula in B/X for calculating the experience required to gain level X is: Base XP * 2^(X-2), for X>1.

Casting spells

The maximum encumbrance levels for spellcasting in LotFP goes like this: light - heavy - any. (MU - Elf - Cleric)

For our new classes, let’s say heavily encumbered is the default limit, and having FTR or CLE shifts it one level up, and MU one level down. The result: Paladins (FTR-CLE) and Seekers (CLE-SPE) can cast at any encumbrance, Spellblades (FTR-MU) at heavy, and Bards (SPE-MU) at light. The only strange result here is the Seeker, who usually wouldn’t be wearing armor, since they need to be unencumbered to use their movement skills. But for the Paladin, Spellblade and Bard, I think this conforms to expectations.

Cleric hybrids can prepare any spell, as normal. Magic-User hybrids learn Read Magic at 2nd level, when they gain spell slots. As for learning and researching spells, here's where you can add unique mechanics to make the flavour of world you want. Perhaps Bards don't write spells down, but record them in their head, and research spells by listening to songs and stories. Perhaps Spellblades don't write their spells into books, but etch them onto their weapons and armour.

Skills

On a minor note, I think locking FTR-SPE hybrids to two skills is right, and helps protect the Specialist’s niche a bit. But for the Seeker and Bard, I would probably allow them to allocate the points as they want to represent their more scholarly disposition. What would you even lock Bards into if you had to pick two skills? Languages and Sleight of Hand?

Final List

Here are the final classes in a dense format that should give you all the information to make a full class table for any that you like. Let me know if like these and if you want me to lay out a PDF with the full class tables. For more interesting ideas from Sword and Scoundrel, check out Lateral Advancement.

ClassCombatSkill pointsSpellsSavesBase XP
Ranger+2 AB, all combat optionsBushcraft 2 and +1 at even levels, Stealth 2 and +1 at odd levels-As Fighter2,300
Assassin+2 AB, all combat optionsStealth 2 and +1 at even levels, Sneak Attack 2 and +1 at odd levels-As Specialist2,300
Tomb Raider+2 AB, all combat optionsSearch 2 and +1 at even levels, Tinker 2 and +1 at odd levels-As Specialist2,300
Paladin+2 AB, all combat options-As a Cleric of half your level, any encumbranceAs Fighter2,500
Seeker-2 skill points at start, +1 at each levelAs a Cleric of half your level, max. heavy encumbranceAs Cleric2,200
Bard-2 skill points at start, +1 at each levelAs M-U of half your level, max. light encumbranceAs Specialist2,500
Spellblade+2 AB, all combat options-As M-U of half your level, max. heavy encumbranceAs Magic-User2,800