I’m having trouble with the multiclassing moves in Freebooters 2e.

I’m having trouble with the multiclassing moves in Freebooters 2e.

I’m having trouble with the multiclassing moves in Freebooters 2e. What does “you may begin multiclassing as a Thief, and add Thief moves to this playbook” mean?

Does it mean that you immediately add all Thief basic moves to your playbook? It seems like a lot compared to other advances. Or dose it mean that you can start selecting Thief moves instead of advanced moves from your class at every odd level? If so, do you immediately gain one Thief move, or do you have to wait until the next odd level to gain a Thief move?

12 thoughts on “I’m having trouble with the multiclassing moves in Freebooters 2e.”

  1. If it’s the same as 1e then it means you immediately add all starting moves from Thief. Then, at each level after that, you choose to take a move from one OR the other class.

  2. If it’s the same as 1e then it means you immediately add all starting moves from Thief. Then, at each level after that, you choose to take a move from one OR the other class.

  3. Interesting. Isn’t that really strong? In this case, if a move depends on your level, would that be your total level or your level since you multiclassed? For instance, if I’m a lvl 5 cleric and multiclass as a fighter, do I have 2 or 6 Mettle?

  4. Interesting. Isn’t that really strong? In this case, if a move depends on your level, would that be your total level or your level since you multiclassed? For instance, if I’m a lvl 5 cleric and multiclass as a fighter, do I have 2 or 6 Mettle?

  5. Hi Nicolas Francart — My apologies, I’ve not yet updated the 2e rules to include important details about multiclassing.

    When you take a multiclass move, you immediately get all of the starting moves for your new class, and you track levels for each class separately and decide which to level each time you level up.

    When calculating class-specific resources (mettle, cunning, etc.), you use the level of the applicable class. So for instance, if I’m a level 5 Fighter and Level 2 Cleric with 15 Wisdom (+1 WIS), I would have 6 mettle (Fighter level + 1) and 3 favor (Cleric level + WIS).

  6. Hi Nicolas Francart — My apologies, I’ve not yet updated the 2e rules to include important details about multiclassing.

    When you take a multiclass move, you immediately get all of the starting moves for your new class, and you track levels for each class separately and decide which to level each time you level up.

    When calculating class-specific resources (mettle, cunning, etc.), you use the level of the applicable class. So for instance, if I’m a level 5 Fighter and Level 2 Cleric with 15 Wisdom (+1 WIS), I would have 6 mettle (Fighter level + 1) and 3 favor (Cleric level + WIS).

  7. Dungeon World style “multi-classing” didn’t quite have the right feel to my Old School friends and me. I have recently started drafts my own hacks for use with FotF, including several different approaches. The pre-existing system more closely resembles classic “Dual Classing” than multi-classing, in which a character BEGINS THE GAME with abilities from both classes. I’ve addressed this by creating an actual playbook for the Fighter-Magic User (that being the one my player was interested in at the time). The multiclass character divides class power points (Favor/Cunning/Mettle/Power) between their two classes. So for the F/MU each point must be placed into Mettle OR Casting Power at the moment it is acquired. HP are always gained as the average of two dice. There are a lot of other cool pets, limits, and hacks, and I offer some unique advanced moves which I hope can eventually be turned into more of a system to accommodate all classical multi-class combinations via one playbook (with scissors and tape at the table 😉

    I also employ a major change to canonical multi-classing. The essence of which is keeping track of two separate XP cards, one for each class. The player decides where each and every XP goes. XP can be even moved from one card to another at a cost of 2-for-1 via a downtime move (“Reconsider”). The min INT for acquiring Mage as a second class is raised to 15.

  8. Dungeon World style “multi-classing” didn’t quite have the right feel to my Old School friends and me. I have recently started drafts my own hacks for use with FotF, including several different approaches. The pre-existing system more closely resembles classic “Dual Classing” than multi-classing, in which a character BEGINS THE GAME with abilities from both classes. I’ve addressed this by creating an actual playbook for the Fighter-Magic User (that being the one my player was interested in at the time). The multiclass character divides class power points (Favor/Cunning/Mettle/Power) between their two classes. So for the F/MU each point must be placed into Mettle OR Casting Power at the moment it is acquired. HP are always gained as the average of two dice. There are a lot of other cool pets, limits, and hacks, and I offer some unique advanced moves which I hope can eventually be turned into more of a system to accommodate all classical multi-class combinations via one playbook (with scissors and tape at the table 😉

    I also employ a major change to canonical multi-classing. The essence of which is keeping track of two separate XP cards, one for each class. The player decides where each and every XP goes. XP can be even moved from one card to another at a cost of 2-for-1 via a downtime move (“Reconsider”). The min INT for acquiring Mage as a second class is raised to 15.

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