Oopsie.FrankTrollman wrote: Wait. What? Ftr/Thf/Clr/McU is four points, and if you allow the order to matter that's 12 permutations, and it's only 6 if you don't. That is, you can get 12 permutations if Cleric-Thief is different from Thief-Cleric, and only 6 if those are the same thing. I have no idea where you're getting 15 permutations. Pretty sure that's simply mathematically wrong.
I meant combinations. Or I guess I meant 15 total classes to cover all possible combinations resulting from 4 classes. To be clear, that's counting combinations which are single, double, triple or quadruple classed:
Here's the exhaustive list:
- Fighter
- Thief
- Magic User
- Cleric
- Fighter / Thief
- Fighter / Magic User
- Fighter / Cleric
- Thief / Magic User
- Thief / Cleric
- Magic User / Cleric
- Fighter / Thief / Magic User
- Fighter / Thief / Cleric
- Fighter / Cleric / Magic User
- Thief / Cleric / Magic User
- Fighter / Thief / Magic User / Cleric
That's my larger point exactly.That being said, the fact that there really are only 6 two-class combos and 4 three-class combos available with AD&D style multiclassing means that there is really obviously no need for the concept. You could just write ten classes, including the Ninja (Ftr/Thf/McU) and the Assassin (Ftr/Thf/Clr).
Even writing out 15 classes, with each of those classes being of a length and complexity equal to the longest, most complex 3e class is still less work than completely rewriting and decoupling the 0D&D-3E spell system.