Take the 2-minute tour ×
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It's 100% free, no registration required.

My party is composed of 4 players, a Rogue Trader, an Arch Militant, an Astropath and an Explorator.

While to me this number is perfect, as it's not too much and not too few, I can see there are some classes that will be missing and are quite important (Void Master and Navigator, mostly).

I know I can simply use NPCs to fill the gaps, but I thought it might be interesting to apply some sort of multiclassing system so they could experience all the facets of the game themselves. For example, we lack a stealthy guy, so somehow, could we merge the Rogue Trader's skill/talent advances with the Seneschal? Or maybe the Astropath's with the Missionary?

If so, how can I do this? Spending a sum of XP to "acquire" a second class, a special feat that needs to made, or reaching a certain level?

PS: I don't quite like the idea of a player having more than one PC in a same game, so I have rejected that idea already.

share|improve this question
2  
As an advice, I think you should change the title of the question. Now as it is written asks for obvious yes/no answers ("Yes, you can do whatever you want with your game" or "No, the rules don't support it"). I think you are quite determined to use multiclass approach and no the other two (NPCs and troupe roleply), so, shouldn't the question be "How do I implement multiclass in Rogue Trader"? –  Flamma Jan 20 at 18:21
2  
If, in the other hand, you want to explore other solutions, why not break the entire class system? Have you read Black Crusade? It comes with a classless system (you would still have to adapt because is quite based on the Four Chaos Gods). –  Flamma Jan 20 at 18:23
1  
I've run a game with support NPCs before. It was in the Firefly universe where the PCs were the passengers and the NPCs were the ship's crew. The trouble was the ship's crew were too reliable. There was a very boring chase scene that was understandable delegated to the NPC pilot. So I ended up doing what I could to remove the NPCs. The pilot left to escape the abundant violent danger, the engineer defected to the enemy, and I'll have to see what I can do about the "muscle" crew member. That said, they have all enhanced the story greatly. If you have NPCs available, make them costly. –  Hand-E-Food Jan 20 at 22:07
add comment

2 Answers

up vote 4 down vote accepted

Rogue Trader's existing solution to the problem of not having a player playing each of the available classes is to assume that the "missing party roles" are made up by nameless, faceless NPCs.

After all, the player characters in Rogue Trader are effectively the privy council of a ship with a population of thousands. These multitudes include multiple tech-priests, shiphands experienced enough to be called void masters, and at least one navigator, or the ship wouldn't be able to keep the lights on, let alone move.

These crew members might not appear "on camera" very often, and aren't part of the trusted coterie of the Lord-Captain that decides what the ship does, but they're assumed to be on board unless the GM declares otherwise. As such, it's not necessary to require player characters to fill those roles. (Also, players taking particular roles indicates that they're interested in doing what those roles do; Requiring them to do other things might not be fun for them.)

share|improve this answer
add comment

I'd not think FFG RPGs are particularly built to have their systems changed as radically as multiclassing, and characters wouldn't work as well as they're supposed to, but you could try to multiclass if you wanted?

As an idea, since I've not seen it done, it would be a case of having some of the existing skills and traits in the first tier of the second class you're multiclassing into (say 5/7/10 skills/traits), and enough experience to buy out the first rank (book not to hand, but I believe its around 1,000 exp).

Players pay the 1,000 exp to represent training to understand the second class, then they have access to that class as though they were a new character, and can start spending exp in the same way as they do with their first class, rising through the ranks.

Obviously, skills and traits in both classes don't have to be repurchased, but attribute advances shouldn't be allowed in the second class, as attributes would be inherent to the character's first calling (and also allowing two lots of 250xp purchases for stats would overpower/imbalance the character very quickly).

share|improve this answer
add comment

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.