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Eldhierta
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Posts: 417
Joined: Thu 19 Feb 2015, 10:39

New talent for multi-classing

Sat 11 Jul 2020, 20:57

I like the professions in FbL, the only thing I lack is the ability to cross-class/multi-class. There is a talent in the MYZ-games called something like "Jack of all trades" that lets you switch your profession, cutting you off from any further advancement in your old profession in exchange for learning a new one. To me, that doesn't feel quite right. I mean, I personally dabble in a lot of fields, and it's not like I stop getting better at the stuff I used to do just because I learn a new trade, as long as I still keep practicing the things I used to do. My suggestion for a talent would look something like this:


Talented:

Tier 1: You can learn the talents of one (1) additional profession. Each time you learn/increase tier in one of the other profession's talents you must pay extra XP to the amount of buying tier 1 of this talent (3XP).
Tier 2: You can learn the talents of two (2) additional professions, including the one from tier 1 of this talent. Each time you learn/increase tier in one of your second additional profession's talents you must pay extra XP to the amount of buying tier 2 of this talent (6XP).
Tier 3: You can learn the talents of three (3) additional professions, including the ones from tier 1 and 2 of this talent. Each time you learn/increase tier in one of your third additional profession's talents you must pay extra XP to the amount of buying tier 3 of this talent (9XP).

Thoughts?
 
Monstertomten
Posts: 4
Joined: Sat 18 May 2019, 19:08

Re: New talent for multi-classing

Sat 11 Jul 2020, 21:02

I think its a good house rule. Might use it when we start playing Bitter Reach.
 
Konungr
Posts: 365
Joined: Mon 10 Jun 2019, 09:39

Re: New talent for multi-classing

Sat 11 Jul 2020, 21:48

I allow players to learn other professions talents following the costs and rules for magic and doubling the costs for magic if they are not natively a magic profession.

I.E. it's more expensive in general and gets much more expensive if they don't have a teacher. Anyone can learn any talent if they want to invest the time and resources.
 
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Rymdhamster
Posts: 295
Joined: Sat 11 Jan 2014, 16:40

Re: New talent for multi-classing

Sat 11 Jul 2020, 22:06

You could just remove the limitations of class all together. Make all talents "common", and let the player just choose which is their prefered abilitiy. Give all a base sum of silver to spend on equipment instead.

Let everyone compose their own class =)
 
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Eldhierta
Topic Author
Posts: 417
Joined: Thu 19 Feb 2015, 10:39

Re: New talent for multi-classing

Sat 11 Jul 2020, 22:51

You could just remove the limitations of class all together. Make all talents "common", and let the player just choose which is their prefered abilitiy. Give all a base sum of silver to spend on equipment instead.

Let everyone compose their own class =)
Well, I don't want to break the wheel, just add connections between the spokes =D I mean, I like the professions, but I think it should be possible to branch into other professions at an increased cost.
 
Mr Oldtimer
Posts: 231
Joined: Sun 14 Apr 2019, 12:01

Re: New talent for multi-classing

Sat 11 Jul 2020, 23:35

Just a heads up. This was discussed a year ago in this thread.... viewtopic.php?f=79&t=4837
 
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Eldhierta
Topic Author
Posts: 417
Joined: Thu 19 Feb 2015, 10:39

Re: New talent for multi-classing

Sun 12 Jul 2020, 08:40

Just a heads up. This was discussed a year ago in this thread.... viewtopic.php?f=79&t=4837
Damnit... didn't turn up in my search through the forum for some reason. Still, not the same approach really.
 
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EinBein
Posts: 43
Joined: Wed 07 Aug 2019, 20:09

Re: New talent for multi-classing

Sun 12 Jul 2020, 23:20

I told my players that they are allowed to pick other professions‘ talents, if they invested into related skills/general talents first. So when a fighter develops survival, learns ranged weapons and trains general talents of that branch, I let him learn Hunter talents as a next step without any further ado. This is just my way to let the natural progression of the character, narratively and mechanically, result in even more options.
 
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Rymdhamster
Posts: 295
Joined: Sat 11 Jan 2014, 16:40

Re: New talent for multi-classing

Sun 12 Jul 2020, 23:40

I told my players that they are allowed to pick other professions‘ talents, if they invested into related skills/general talents first. So when a fighter develops survival, learns ranged weapons and trains general talents of that branch, I let him learn Hunter talents as a next step without any further ado. This is just my way to let the natural progression of the character, narratively and mechanically, result in even more options.
I really like that way!

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