Myra:
I can't quite get how the Multiclass rules work from just a brief read of it; I do like the idea of actual hitpoints (one of the few things that I think would improve the FLAME rules, quite frankly).
With FLAME, you basically start with 13 hit points (1 more depending on your size, or less than average if you're a pixie). But if I told everyone "you start with 13 hp" I'm very afraid they'd keep track of how many HP they had, and NOT keep track of which assets were stressed, and they MUST keep track of that, so...
Myra:
However, having played FLAME, I really like how clear it is with respect to what you're trying to accomplish and what resources you're attempting to use to accomplish it.
I think it would be good to think through how Loot works, though -- especially magical Loot. I'd been imagining that you could have levels of loot:
Level 1 (Masterwork?) -- high quality gear, has an extra staggered slot that doesn't count against weight
Level 2 (Magical?) -- gear with some kind of magic; when used appropriately acts as a heritage (transforms either 1 near-hit into a hit, or 1 miss into a near-hit); if especially powerful, gets the benefits of level 1 as well (like level 2.5)
Level 3 (Artifact?) -- super-high power gear that legends are told about -- can be stressed to provide an additional die on a roll. Powerful versions gain one of the previous level abilities as well; super powerful artifacts gain both
That way folks could choose whether they wanted to play gritty level (highest level of loot is Level 1) or super high fantasy (level 3+ loot is common).
Mm... but see, the thing is, the Fellowship slots don't really care how many allies you have. And the Equipment slots are secretly the same way.
You start with 5 slots of Equipment slots in FLAME (if you're average size). But really, how much equipment you have doesn't matter. The REAL reason you start with 5 is so you don't start the game with a pack full of everything you might possibly need-- and so there's some realism so you don't start picking up and carrying 100 swords to sell back in town and 300 pounds of gold and etc etc.
Of course, it also helps with realism that if you stress the slot your crossbow is in, you can't use it again until you have time to stop and repair the string or whatever.
But... you do have a point about how items can be regulated to work... I just thought I'd play that by ear... :)
Let's see...
--Potion of Friendliness: (use this small potion for +1 die on a roll involving persuading someone peacefully. Yes, even over 5 dice. One-time use.
--Spoon of Salt: This magic spoon is on its last charge, but it'd be handy if you were attacked by a plant. Or, like, a slug or snail or something. (+1 die roll to attack plants, slugs, and/or snails. (Yes, even over the normal maximum of 5).) One-time use.
--Cape of Prestidigitation: a magical cape that constantly flutters in a non-existent wind. It is very impressive the first time one sees it being worn (if there's not already an actual breeze). It's a bright green cape with gold trim. (gives one one extra die (yes, even over 5 dice) when persuading someone peacefully (if the person rolling is the one wearing it).
--The Buckler of Magical Defense is a smallish shield that lets you roll an extra die (yes, even more than 5) if fighting spellcasters or those who use magical attacks (if you're not sure, ask, and the GM will tell you).
However, the Buckler is slightly cracked. If you use it to roll and you roll a 1 (even if you also roll something higher), the Buckler will be broken afterward.
--Bracers of Mental Deflection: You get a "free" "extra" Equipment slot for this armor. It will never become stressed until all your other Equipment and Magic slots are stressed first (because it deflects stress to those other slots.
--Divine Whistling Bird of Noric: Use this as a Fellowship slot. Using this whistle might summon some sort of assistance-- or it might whistle up a helper on its own (but never at a bad time). Treat a failure while using this as a near miss.
--Children's Stone. Use this stone while searching an area. The less of a genius your character is, the more likely you will be to find-- whatever else you might find-- some sort of valuable treasure.
How do those seem?
Myra:
Either way, I'd be happy to rework our characters for either system.
Okay, SO:
--Fellowship: you each start with 2 slots, and can use as needed until/unless they get stressed.
--Lore: give me two Lores. Myra, you will obviously have Bardic Lore here.
--Attributes: these are basically your stats. I would suggest Evan get Very Forceful and Kinda Charming for now, for example. Myra... perhaps Agile and Insightful?
--Magic: two slots... Evan will clearly have Air Magic stuff, etc.
--Equipment: Since you HAVE already finished 1 dungeon in this game, I propose you just start with 5 Equipment slots each, and can stress them as needed (once per roll, that is.) List your equipment in at least 4 slots, and leave one open so you can use a special item if you need to.