Britannia47: So I'm really talking about
multiclass.
Could CON 18 make up for potential lower HP for multiclass?
When talking about maximum level and multiclass, then the maximim is for each class, right? So in CoK an elf can be fighter 8 / cleric 8, not just fighter 4 / cleric 4.
Or maybe I join the clerics with
rangers. The manual is not clear about the difference of fighters and rangers except the latter get a bonus against giants. But I remember from Baldur's Gate that fighters get more attacks per round as they advance.
What could be done in CoK about
poison? The 2nd level cleric spell just holds it for an hour, might not be enough to travel to a temple. I guess real healing is with 4th level spell but they don't get it until char level 7.
To take each question separately:
18 Constitution will help a little, but hit points are still divided among all classes after constitution adjustments are added. This will still make it lower than single class usually.. Multiclass can still be worth it to get all the classes you need covered in your party.
-A couple of other points to note: only warrior classes (fighter, paladin, and ranger) receive bonuses to hit points for higher than 16 constitution; everyone else's bonuses stop at 16 constitution. Also, random hit point gain with constitution adjustments at level up stops when a character reaches a predetermined level which varies by class (generally between levels 9 and 11, I believe). After that, the character gains a flat, predetermined 1-3 hit points per additional level (again varying by class) with no constitution adjustments. This flat hit point gain is again divided for multiclass. However, every character always gains at least 1 hit point per level, regardless of anything else. This includes every class level for a multiclassed character.
On maximum levels, a multiclassed character can achieve whatever the level limits are for their class and race. For example, an elven fighter/magic-user could go up to a level 7 fighter and a level 11 magic-user (the latter if they had 18 intelligence, that is). Maximum class levels are not divided by number of classes, although experience points gained are (again, even after reaching the level limit in one of your classes). Of course, keep in mind that a given game such as Champions of Krynn might impose its own level caps (which can vary by class) before the maximum level allowed by the D&D rules is reached.
I'm not totally sure about all the differences between fighters and rangers in the gold box games. There are far fewer differences here than in the tabletop game. You are right rangers do extra damage against giants, which actually can be quite helpful if you have to fight giants. However, as I recall, the main giants in Champions of Krynn are hill giants which can be randomly encountered in difficult overland fights, which I believe you are most likely to get if you venture to the far east near Kernan. Ogres count as giants for this rule as well (I think) and there are a lot of them in this game, but by the time you have to fight them, they are not very tough. (Also, not all ogres in this game are enemies...) In addition, rangers are allowed to cast a few low-level druid and magic-user spells once they reach level 9, but that is likely to be after the CoK level caps and, in any case, I don't believe many players view that as a particularly valuable ranger ability in gold box. Aside from this, I think rangers might get their extra attacks per round at different levels than fighters (and , yes, rangers and paladins get multiple attacks per round eventually, just like fighters), but I'm not sure if that's correct or what the exact difference is. Can someone help me out here? Is there any difference between rangers and fighters that I've overlooked?
Poison is a considerable difficulty in gold box games, based on 1st edition as they are. I would be very careful about using the Slow Poison spell. It lasts, as you noted, only a few hours. What is not obvious is that in gold box, if the Slow Poison wears off, the character will die "for real." What this means is that Neutralize Poison will no longer work and the character must receive Raise Dead with all its attendant limitations (like no elves allowed). Because of this, only cast Slow Poison if you are
sure you can cast Neutralize Poison before Slow Poison wears off. Since in the early game, you must go to a temple for Neutralize Poison and pay their fee, it's best to avoid Slow Poison altogether, IMO. (Also, in CoK you generally need to return to an outpost to use a temple. This means crossing the overland, which takes huge amounts of time. Therefore, what I said goes double for any game where crossing overland is required.)