Multiclassing worth it?

By korwin2, in Anima: Beyond Fantasy RPG

I'm not seeing much mention of Multiclassing, is it not worth it? (Did an search, found only one post where its even mentioned in passing.)
On first thought it seems if you are an Fighter you would want to multiclass at Lvl. 11 at the latest. But Lvl. 11 is very high in this game (higher than Lvl. 20 in D&D 3.X), so it might be theroretical good, but comes never up in play...

Also, I'm not shure how you calculate the max. you can spent into combat/supernatural/psychic abilities if you multiclass.
Is it total or for this level?

Example:
You have an Char. with 5 Levels of an class with 50% total maximum in combat abilities and you have spent 500 DP into it (the max.)
You multiclass into an class with 60% total maximum. Can you spend 60 points on combat abilities or 160 (1100*0,6 = 660 - 500 [allready spent]) = 160)

cu

Korwin said:

Also, I'm not shure how you calculate the max. you can spent into combat/supernatural/psychic abilities if you multiclass.
Is it total or for this level?

Example:
You have an Char. with 5 Levels of an class with 50% total maximum in combat abilities and you have spent 500 DP into it (the max.)
You multiclass into an class with 60% total maximum. Can you spend 60 points on combat abilities or 160 (1100*0,6 = 660 - 500 [allready spent]) = 160)

I think 60 points can be spend. The class change doesn't have influence on the previous levels. If it has an influence on the previous levels, you could also want the inniate class bonus. So you would get +25 Attack etc. if you change from, for example, a wizard to a warrior.

A class with 60% in a primary categorie get this 60%, because it is their mainfield. But if I was some levels an wizard and then i became an warrior, my mainfield on my wizard levels doesn't change.

And you can change on other levels than 11 to get some advantage. For example, if you are an warrior, but you want to get, for example, higher initaitive or other secondarie bonuses, you can change on a "low level" (I know, that lvl 5 isn't really low), from warrior to acrobatic warrior, to get other bonuses.

I also think, that the +5 Bonus on primaries arent' essential at higher levels. At lvl 7, most characters will have mastery in their primaries, and if they have an attack-ability of 230 or 235 isn't this big of a difference.

F3nr1s said:

I also think, that the +5 Bonus on primaries arent' essential at higher levels. At lvl 7, most characters will have mastery in their primaries, and if they have an attack-ability of 230 or 235 isn't this big of a difference.

I agree that the class maximum % of DP is per level, so with 1 level of wizard, 2 levels of warlock they can have 460 DP in Supernatural abilities (600*.6 (360) + 200*.5 (100) = 460) and up to 400DP in Combat Primary (600*.5 (300) + 200*.5 (100) = 400) of course these are the maximums in each, just as you could have 400DP in Psychic abilities or Secondary abilities, but it would make you lose points from Supernatural and Combat.

However the +5 bonuses are essential at high levels. Not if your talking about a single +5 bonus, but a lvl 7 with 235 or a level 7 with 200 is a fairly large difference (one has no bonuses, one has a +5 at every level). For example a Summoner who puts 25% of his DP at level 7 he puts in 300pts in dodge giving them 150 dodge + 10 AGI + 0 class = 160. Whereas a Acrobatic Warrior with 300pts in dodge at level 7 gives them 150 + 10 AGI +35 class = 195 (having the same agility was to prove a point, an acrobatic warrior would probably have a +15 or +20 from AGI at level 7)

Now is multiclassing worth it? Not for most builds until level 11. Much like in D&D its normally best to complete a class to level 20, it is often a good idea to go all the way through level 10 with classes, but this is not always true. There are certain builds that can use the Weapon Masters cheap weapon and style modules, and armor, a paladins Banish ability, or an Acrobatic Warriors initiative and acrobatics that quickly switches to the main class you will continue for the game. Much like a 1-level dip in Warrior for the extra feat, or a 1-level dip in Barbarian to be able to full attack after a charge in D&D it can be benificial, but normally is not.

Imagine two identical Weaponmasters.

The first maximised his Attack and Defense at first level.
The second one did not and instead got more weapons, Martial Arts, whatever.

If the first one keeps maximising his Attack and Defense, the second one can't close the distance and will be worse of for the rest of his live?

An compromise would be, if you keep seperate pools for different classes, but otherwise would use the total %.

But the first weaponmaster can only use one tool, the second is something like a multitool. The first weaponmaster can only hope, that his weapon of choice is everytime useful and that he can use it, the second weaponmaster can use the right tool at the right time. If you only compare their attack and defense score, the first character is stronger, but if you look, what they can really make in the world, the second as some advantages.

I personally always prefer multitasking to railroading, not that there is anything wrong with making a character that does one thing and does it well, but multitasking is usually the safer route.

the weaponmaster that only takes one weapon would need an uber-weapon to be able to stand up to all foes, which is pretty badass but impracticle. while the other could look equally badass draped with all sorts of different tools of destruction.

a team of adventurers with one of each though, imo, is better than a team with only one or the other.

A weapon master, at level 1, can take 2 weapon group modules without decreasing his Attack or Defense. So he is still a "multitool", just not as multi, compared to someone who took more.