Multi-classed characters do not suffer experience penalties, but note that acquiring the first level in a new class may be a lot harder than D&D suggests. That is, learning the base skills and feats may take substantial time, feats, and/or skill points, rather than just a few thousand experience points. I'm allowing fraction-accumulation of saving throws and base attack bonus, which are relevant and an advantage only for multi-classed characters: Keep fractions, so +1/2 Fortitude save from each of two classes results in a net +1 Fortitude save. Also, the initial +2 for a particular category of save comes only once, even if you have two classes that give +2 at 1st level on the same save, so that a 1st Fighter / 1st Cleric would have +3 to Fortitude save (not +4). ---- One of the weaker aspects of 3rd Edition for modeling Fivtoria PCs is the difficulty a 10th-level Wizard / 1st-level Figher would go through to pick up a second level of Fighter. Instead of the 2k xp he would need if only a 1st Fighter, he now needs 11k xp because of the weight of all those years of spell casting. But on top of that, experience points come not from defeating orcs or ogres, but from defeating dragons! He gets no experience at all from defeating such insignificant little creatures as a 1st-level Fighter could hope to defeat[*]. Admittedly, the 10 levels of Wizard make him effectively a 6th level Fighter, since Wizard contributes about half as much to basic fighting ability numbers as does Fighter. But some compromise is still needed for existing Fivtorian high-level NPCs to make sense, rather than either have stupid configurations or be hand-waved. [*]: As an aside, a character should get experience scaled to the level of ability he used in the adventure, rather than scaled to his actual character level. So if a wizardly character cannot or does not do anything but melee for a run, he'd count as about half his level for scaling purposes. This means high-level characters *can* get useful experience for little things, though they might have to restrict their actions to do so (quite a bit like "dual-class" characters in 1st Edition). A character who advances 5 levels in arcane magic (wizard) or in fighting would need to have advanced 5 levels to do so. But if the two come together, the total levels needed are fewer than 10. Why? Because advancing at 2/3 rate in spells (or anything else) is about half as good as advancing at the normal rate. Therefor, the standard "mixed" classes like Bard and Paladin, and even the Wizard, look like they're getting more than one level worth of advancement per level. The Wizard gets a full half-level in fighting ability for free with his magic! So, the main benefit of advancing a level in a class is not just improving with that class' abilities, but improving as rapidly as possible with them. We could easily piece together any number of classes that had reasonable advancement in any two of: combat ability, arcane magic, divine magic, or skills. By applying this theory, we can deal with the high-level character who wants to pick up a new skill. My proposal: That we allow levels to be retroactively swapped from one class to another, as long as no abilities drop. That is, the hypothetical 10th Wizard / 1st Fighter, upon advancing another level, could configure his 12 levels to be 6 of Wizard, and 6 of a wizardly fighting class. If this wizardly fighting class advances in magic at 2/3 the rate of a Wizard, then his ability with magic has stayed constant. But he started with 1 level of Fighter, plus effectively 5 more from Wizard (for a total effective 6th Fighter), and went to 6 levels of mostly-Fighter, plus effectively 3 more levels from Wizard (for a total effective 8th Fighter). So he increased about 2 levels in fighting ability with one level of advancement. Since a 6th-level Fighter would have needed half as much experience to advance a level, that fits pretty well. So, all that is needed is the math for figuring out how much you can stuff into a mixed class. Conveniently, I've already done that for the experimental 3rd Edition run I did for a while. That, combined with a lack of experience penalties for multiple classes, means that this conversion problem should be solved. BTW, this *could* be made to also impact the concept of a prestige class. If it is possible to infinitely reconfigure your levels as long as you don't decrease any ability, then old levels might be convertable to prestige class levels after the fact, as long as all of the requirements of the prestige class are still met.