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I have just started this adventure path after a long break from DMing. Was rushed, a little rusty, but everything went well.
But now my players are still in the fake tomb after our first session. Pretty injured, and no clerics. So, they will most likely be taking a day or three off to rest.
My question is, because they have gained enough XP, how should I handle them going up to their second level? It makes sence for them to gain their starting class levels, but two of them mentioned multiclassing, one a bard, the other a barb multi classing into a bard/wiz and barb/rog. I dont see how that would happen honestly, since neither of them have been studying those classes or doing anything that would grant access to it. So, how would you handle it? Deny them their second class? Wait till a better time to give out XP to the party? Just let them gain those classes out of the blue?
Thanks in advance for any ideas/responces

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I'd allow the characters to multiclass as they wish, and let them gain the classes "out of the blue." Sure, it's nice if a player roleplays the transition into a new class or provides a character history that justifies choices like this, but in my experience DMing, it's almost always preferable to let the PCs do what they want with their characters.
In any event, the 3rd edition rules for D&D don't assume that you have to train or study a class in order to gain access for it. That mechanic exists as prerequisites for prestige classes; there's nothing that says anyone can't multiclass into any of the 11 core classes on a whim.

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Yeah, I guess it's just the one who mentioned crossing over into the wizard class, is whats slightly bugging me. I mean, I have no problems with my characters multi classing, it's just I cant see a injured group sitting in a tomp, the bard asking the wizard npc to teach him how to cast spells etc, and bam, he's a full fledged wizardling.
But yes, I'd rather them have fun and myself as well, instead of try to get them to RP something like that when it's not that important.

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Here's how I handle levelling up in the game. At the end of each session, I award experience points. If there are sufficient xp to bump a pc to next level, that pc gains a "positive level". In other words, they temporarily gain +1 to hit, to skill rolls, saving throws, one extra spell slot of their highest level, as well as gaining +5 hp.
When the adventure/chapter/quest ends, and they denoument, they can then formally level up.
However, if they have two or more positive levels, and they want to take a class that makes sense and doesn't have any wierd class abilities, they can trade in their positive levels on the fly, but if they want to multiclass into, say, wizard, they can trade them in at the denoument.
This way, PCs get the benefit of levelling up, without fussy bookkeeping, it satisfies my personal sense of logic, and it allows my players to go home after the session and plan what they want to do with their levelling up, rather than make quick choices at the table ...
Just my 2 cents.