Multi-Classing (Class Decks)


Homebrew and House Rules


I'm sure that many of you will have played characters using the first wave of Class Decks from last year, and found that there were fairly significant difficulties in trying to deck-build properly: a lot of the time, the cards a character needed, just weren't there - Swords for Kyra, Attack spells for Zarlova, or any useful cards at all for Melindra

I've been giving this some thought recently, and decided to try out a "multi-classing" option - basically, to allow characters to take cards from a different deck to their own.

Obviously, this wouldn't be legal for reported Organised Play, but I still wanted to make it fairly balanced.

Broadly the idea is that a character can forfeit a deck upgrade after successfully completing a scenario, in order to unlock a card-type from another class deck. After that, they can pick deck upgrades from those cards, but with a adventure-deck penalty of one.

I've explained it more thoroughly, along with some play-testing in this article over at Fistful of Mepples

I'd be interested to know people's thoughts on this - my hope is that it makes play with these card sets more fun, without becoming over-powered.


There's a very text-heavy discussion in this thread here, and I agree completely.

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Homebrew and House Rules / Multi-Classing (Class Decks) All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules