You always pay skill points for skills according to which class you're levelling in. It's only the maximum skill rank that's determined using the more favourable class.Originally posted by kaladorn:
[QB] Now, I haven't got T20 handy, but if I open out a second class in classic D20 (or at least AD&D which isn't quite the same), don't I open up a range of new skills which I can buy without any 'out of class' penalties?
In D&D, you might be a rogue with "Hide" as a class skill but not "Knowledge (Religion)". So you pay 1 point/rank for "Hide" and can buy up to level+3 ranks. The rogue pays 2 points/rank cross-class for "Knowledge (Religion)", up to a maxumim of (level+3)/2.
For a cleric it would be the other way round.
If your rogue then takes a level of cleric, then on that level-up he'll pay 1 point/rank for "Knowledge (Religion)" and 2 points/rank cross-class for "Hide" (which used to cost 1).
From now on the maximum rank he can buy for cleric or rogue skills will be level+3, whichever class he's in, but the cost per rank will depend on the class he's levelling in (1 for a class skill, 2 for cross-class).
Coming back to T20, you could alternate levels in say merchant and rogue to get a wider range of skills. But you couldn't afford them. An ordinary human merchant gets 8 skill points/level and has 14 class skills he can buy efficiently. For a rogue, it's 5 points and 17 efficient skills. A cannily played merchant/rogue could pick from 23 efficient skills (the lists overlap), but he'd have an average of 6.5 skill points/level to do it with.
So your merchant/rogue ends up with an unusually wide range of skills he could know, but actually knows more than a rogue and less than a merchant. He fights better than a merchant and worse than a rogue. In practice, you'd build a character like this if you either wanted (a) a lot of skills with limited mastery or (b) a character with a strong[1] elements from each class, e.g. a rogue with brokerage skills and commercial law or a merchant who can intimidate and search for secret compartments.
There's no magic "skills for free" jackpot to be had by multiclassing. You do get a modest "feats for free" boost by multiclassing at very low levels, but it's irrelevant at the levels trav uses.
Doubtless -- it did once work that way, after all. Once upon a time, your class was your job. With D20, it can be depending on the implementation.and this is perhaps because of my many-years-formed idea that a class comes with certain training, skills, and knowledge base
You got it. T20 != 1st ed D&D. Class != job. Multiclassing != big character life change or big deal for player.Of course, it may be that my 'sledgehammer' is actually a tacking hammer, but my idea of a class (formed admittedly by the games from which D20 was birthed) is that it would take some very significant time and effort (and perhaps training) to acquire the class skills. Perhaps in D20 and T20, this is generally not true and a class is more of a 'collection class' for a few related skills, without the same heavy overtones.
This low-granularity packaging into classes and levels, the "take all of this bundle or nothing" approach, is less flexible than CT/T5 or GURPS. But it's the mechanism that makes T20 more balanced (and less abusable) than the other trav systems. Some people value that. Others don't, which is cool.
[1] If you didn't want a strong mix, you just wanted a rogue with Broker skills or whatever, you could spend a feat on "Hobby (Broker)" to make that a class skill rather than multiclassing into something that gets it as a class skill.