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2019-04-17, 08:02 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
For me abilities and characters are two different things. The character is whatever I feel like roleplaying. I give him a personality and motives with the campaign story further shaping him as he reacts and become proactive to the situations that happen. The abilities are whatever cool things I feel like having fun using this time.
Sometimes personality dictates abilities and other times abilities dictates personality. It depends on my mood for the game in question, so I guess I'm really all over the place on this.
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2019-04-17, 08:31 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
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2019-04-17, 08:36 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
This is the D&D 5e sub forum. If you don't care for the game's basic structure, then simply complaining about it achieves little. Tanarii put a good bow on this discussion:
For me, roleplaying is the decisions I make for my character in the fantasy environment.Last edited by KorvinStarmast; 2019-04-17 at 08:38 AM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2019-04-17, 08:44 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
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2019-04-17, 08:46 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
So it doesn't help anyone to understand that there are reasons people disagree over how to treat the Classes in terms of mechanics vs actual in-fiction "archetypes" that go far deeper than the lobbed insults about "power gaming" and "treating the character like a bag of stats"?
OK.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-17, 09:12 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
When you try to put words into someone else's mouth, Max, the failure to engage in good faith becomes obvious.
What are you trying to accomplish here? This discussion began as a bit of back and forth on multiclassing, and you have turned it into a screed against the mechanics of how classes and archetypes are part of the building blocks of this particular game.
What value are you adding to the conversation by taking it in that direction?Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2019-04-17, 09:20 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Agreed. It's totally fine not to like archetypes and classes. It's not fine to claim that those are a flaw or secondary when they're entirely primary to the game. It's like complaining that Train Simulator 2019 doesn't have enough tanks or shooting in it. It's defying the entire premise of the title.
Shoehorning in characters that don't fit into a setting or system is a problem for the doer, not the system. Sure, you can bend a lot of premises. But the core ones (in this case the centrality of strong fantasy archetypes and adventuring)? Doing so just results in a broken mess. And I've seen other people then blame the game for the mess that results, when they broke it by discarding the core.
I'm allergic to people wanting to recreate a character they've imagined in detail, whether original or from some other medium. Or even another edition of D&D, although that's more acceptable. Recreate themes and broad brushstrokes? Fine. Exactly model the character, including backstory and power-set? That does violence to the system and to any settings its employed in. D&D is not, nor is it designed to be, a generic fantasy character emulation engine. Especially in 5e, it's a (relatively) focused game about strong archetypes going on fantasy adventures that involve combat, exploration, traps, and cooperation between people (whether PCs or NPCs). A non-combatant or non-adventurer is not a valid 5e PC. In fact, they're the very definition of an NPC.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2019-04-17, 09:33 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
One thing I am learning on this forum is to ignore the crybabies, KILLJOYs, and “You must do it this way” posters.
Play the game. Don’t let the game play you.With one exception, I play AL games only nowdays.
I am the eternal Iconoclast.
Mountain Dwarfs Rock!
Song of Gorm Gulthyn
Blessed be the HAMMER my strength which teaches my hands to war, and my fingers to fight.
Otto von Bismarck Quotes
When you want to fool the world, tell the truth.
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2019-04-17, 09:57 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Maybe it shows the limits of my imagination, but for 5e a first level Fighter with the Noble Background, a first level Ranger with an Urchin Background, or a first level Rogue with the Outlander Background already cover 90% of the abilities that my character concepts need, and yes with multi-classing by 3rd level 99% of any concept that I had inspired by fiction is covered (as opposed to reading the rules and saying "That looks cool!").
I really like playing Fighter-Rogues, and I like Ranger's "Natural Explorer" ability (I also like many of the Paladins Oaths Tenets, but I don't need the Paladins abilities to roleplay a PC following them!) but with the Background Features and Racial proficiencies a single class PC may effectively be multi-class (and custom backgrounds are RAW).
And frankly that is why I like first level 5e better than playing first level of any other version of D&D.
True.
I just read a review, and while I already had a stack of books I planned to read or re-read, it's now on my list!
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2019-04-17, 10:02 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
I'm sorry, what words did I try to put in whose mouth?
As for what I was trying to accomplish... that should have been clear.
There was a comment about the relationship between archetype and abilities, and whether 5e can handle either one coming first -- and that players who want abilities to drive archetype would be frustrated by 5e, if it's kinda designed to work in the other direction.
In response to which I tried to point out that for some players, it's not even part of the "equation", and thinking that their frustration comes from a simple arrow flip in the process will entirely mischaracterize and just miss what actually underlies that frustration.
That is, some players want to multiclass because it's the only way to get the character in their head translated into the game's mechanics, and they don't give a fig about what "archetype" the character may or may not be, or what collections and progressions of skills and powers someone else might have lumped together. They want their character to be a person, not a trope.
And trying to make that clear came in the context of a lot of implicit and explicit insulting comments about the supposed motivations behind multiclassing -- multiple ongoing threads have been peppered with comments based on a false assumption that wanting to multiclass must be about trying to manipulate the system to create the most powerful PC possible, etc.
And if you want to claim that no such comments have been made, I'll be "happy" to go through the recent threads and quote them all here.
That's funny, because that part I bolded... that's exactly what I'm arguing in favor of.Last edited by Max_Killjoy; 2019-04-17 at 10:04 AM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-17, 10:05 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Well, it's helped me.
---
But to me - looking at only the mechanics (including features of Backgrounds, and stats) and manipulating them to get the most raw power, and ignoring the story/history of the PC is power gaming. (I don't expect a novel’s worth of History, especially for a first level PC)
There are some very nice Histories being posted.
IDK, I seem to not really get a picture of a PC until all of the pieces (D&D includes Class) are in place.
The PC's Personality is what the Player brings to the table.
And seeing all the Class/Subclass features as a list of tools, seems to me that what is desired is that everything (of all Classes/Subclasses) is just put on a list and the Player chooses what they want based on - what?
Again, seems to be very Skill-based to me.
----
A lot of new Players are trying to bring in things that just don't fit into D&D. Anime (Naruto, Bleach) being top of the list, with movies (Pirates-otC) and Podcasts (Critical Role) or TV shows next. Sure, the “Personality” of a given media Character can be used. But their “abilities” either require being High Level and/or Multiclassed, or (usually) simply can't be incorporated by even the nicest DM.
The fact that a lot of the time when new players come to a forum (not just this one), the first thing they see are advice for max-building their Characters - and usually no History advice.
Those of us who are not prone to do so are (at least in my case) late to the thread, or drowned out. The Playground does seem to have more helpful Members, though.My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-04-17, 10:11 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
I am in general agreement with the reasoning that D&D is not flawed by embracing archetypes, classes, and not trying to be a generic fantasy emulator. I do, however, think these responses are taking things too far. Claiming that other posters on the forum don't actually play the game is perilously close to 'your argument doesn't count, not because the argument is wrong, but because you don't really have standing to complain.' Likewise, any time we have one of these big devolve-into-bickering threads, both sides end up walking away considering the other side crybabies.
Max_Killjoy has made his gaming position very clear -- he is coming back to D&D gaming, and not sure he really likes 5e, but is giving it a go. I agree that in some ways he's trying to convert a minivan into an ambulance and complaining about the constraints (when ambulances exist for sale), but he's been straightforward about what he's trying to accomplish the whole time.
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2019-04-17, 10:53 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Thank you for refining your statement! I disagree that 5e was specifically designed to promote one approach to character building over any other (and I think the intent of the designers is, in any case, less relevant than how the product is used in the wild), but there is plenty of room for us to disagree on that point.
Thanks again--I really appreciate that you took the time to respond to my objection.
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2019-04-17, 10:55 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-17, 11:11 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
As long as you understand that "to get the most raw power" isn't what some players are doing when they want to multiclass, etc, and that instead they're doing it to embrace -- not ignore -- the history and personality and abilities of the character... then we're good.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-17, 11:21 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Indeed.
********
Question about mixing class Features:
Would it be possible for someone starting with Class/Subclass - but only wanting a specific ability from another class be allowed to take that as a feat close to the level of the target class's ability?
Like a Wizard that wanted Sneak Attack, giving up their 4th level ASI. If so, does SA stay at 1d6 or scale to level?
This would change the game, but still be close enough?My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-04-17, 11:23 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
That wasn't directed only at you, but at the many others who I've seen make the exact same claims in other occasions. You've been good about that part in these discussions, but you do tend to reject the core premise of D&D and then fault D&D for not accommodating your taste. Which is the rest of the issue.
Edit:
Originally Posted by Great DragonLast edited by PhoenixPhyre; 2019-04-17 at 11:26 AM.
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2019-04-17, 11:26 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Echoing this, when I "optimize" a multiclass character I'm doing so to maximize the degree to which the mechanics and the concept reinforce each other, rather than for "raw power". This is a recursive process where I explore different mechanical combinations to try to best fit the concept and also tweak the concept to best fit the available mechanics. Oftentimes this will result in ultimately selecting between several dfferent takes on the same character, with me picking the mechanic/thematic combination that I think has the tightest fit (and thus will be the most fun for me to play).
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2019-04-17, 11:34 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
It's equally not fine to say those who enjoy the various archetypes, class abilities, and the combinations that result through multiclassing are only interested in the numbers game of optimization power gaming. Not everyone is saying that, and I'm not even saying you said that, but there have been some and use that as a reason not to allow multiclassing. It's an old accusation that continuously happens that predates 5E by a long shot. It happened in 2E with people pooh-poohing those who had an 18 for their character. If it's not multiclassing it's using dice rolling for ability score generation or playing a particular race for a particular class or whatever means a player uses to have a character who is very good at something.
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2019-04-17, 11:47 AM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
I wasn't discussing anything about numbers or multiclassing there. Just the basic point of archetypes themselves. You can have great mixed archetypes. Yes, even the dreaded Paladin/Warlock mix. You can play off archetypes, subverting or inverting them. But if you reject archetypes entirely, you're rejecting a core premise of 5e. And that never goes well.
I'm totally fine with multiclassing. My players don't, but not because they can't. They just choose not to. In large part because they built the character around the archetype, not tried to jam a pre-existing character into a foreign framework.
Heck, I play a very "kitchen sink" style. The only restrictions are as to races, as not all races have been discovered in the main play area yet. They're somewhere in the world, just not there. When a group discovers them and makes peaceful contact, they'll become playable.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2019-04-17, 01:35 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
In lack of a better phrase, I think this mentality (or at least, what I can imply from your quote) is part of the problem. Mechanically, there might be several ways one could go about bringing a character to life. One of them could be multiclassing. Under the assumption that multiclassing neither adds nor substracts anything substantial to and from the concept I have in mind, I don't consider it an inferior way to go about building my character. Why one may prefer it then? One reason could be that it leads to a more powerful character. Some people take issue with that (ie with someone enjoying and toying with the mechanical aspects of the game). Or they may even think that multiclassing always takes value away from the concept, somehow. That's their opinion and I respect it, however incomprehensible it is to me. And when they want to play their own characters, they are free to follow their own unwritten sacred rules (as we all do, I guess). Personal preferences and all. Anything further than this, and no matter how you dress it up, all I can personally see is a badwrongfun argument.
Last edited by Corran; 2019-04-17 at 02:07 PM.
Hacks!
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2019-04-17, 02:02 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
You started with the "so-assertion-dishonestly-presented-as-a- question" form. The structure of your post, that I responded to, is dishonest rhetoric. (Perhaps a symptom of your frustration with the discussion so far ...)
Your words were this:
So it doesn't help anyone to understand that there are reasons people disagree over how to treat the Classes in terms of mechanics vs actual in-fiction "archetypes" that go far deeper than the lobbed insults about "power gaming" and "treating the character like a bag of stats"? OK.And if you want to claim that no such comments have been made, I'll be "happy" to go through the recent threads and quote them all here.
I have a piece of advice for you: Play the game in front of you. If the game is Monopoly, don't try to play Chess. (Unless everyone else at the table is trying that same variant, in which case have at it and have fun!)
As to your frustration, as an experienced player: this edition of D&D attempted, in its structure, to lower the barriers to entry to this game, and by conesequence to the hobby. That leads to a structure that has classes and archetypes in it - that model has been successful before. What you are complaining about may be informed by your long experience with the RPG hobby, and thus your having no need for the "low barrier to entry feature" that is built into this edition of the game.
I've been playing RPGs for a long time too, off and on, and do not let such things frustrate me. I play the game in front of me.
As long as you understand that "to get the most raw power" isn't what some players are doing when they want to multiclass, etc, ... then we're good.Last edited by KorvinStarmast; 2019-04-17 at 02:13 PM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2019-04-17, 02:44 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
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2019-04-17, 03:13 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
I enjoy playing multi-class 5e D&D characters, and I get wanting the customization possible with GURPS/HERO/Mutants & Masterminds type systems (though I find character creation to be too much of a chore), but other than power and ability limits what character concepts aren't really available with 5e?
Say I want to play a sneaky warrior with outdoor survival skills, and a bit of magical ability - an Outlander Background High Elf has you covered even without a Class yet as you get:
Cantrip (magic)
Stealth (sneaky)
Longbow proficiency (warrior)
Longsword proficiency (warrior)
Wanderer (outdoor survival)
"But I want to play a human!"
A third level Human Eldrich Knight Fighter with the Urchin background and survival skill nets similar goodies.
So what concepts don't we have single class?
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2019-04-17, 03:24 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
This has been asked and answered quite a lot lately -- in this thread, the "homebrew cringe" thread, and the "thematic options" thread.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-17, 03:31 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
The skeleton of every concept can possibly be shoehorned in just 2 classes most likely.
Why have all of barbarian, fighter, paladin, rogue, ranger, when we can just have a fighter and just roleplay the extra sauce? Why do we have cleric, druid, sorcerer, warlock, wizard, when we could just have a class called magic user?
Sometimes a character idea is specific enough that it needs specific mechanical support. When making such a character, it is more important to have access to mechanics that help bring your concept to life, than forcing yourself in a pointless exercise to shoehorn your concept into a predetermined set of mechanics (that's what a class is). That aside, your question implies (and correct me if I am wrong on this one) that you find it problematic if someone can understand and wants to enjoy the mechanical side of the game.Hacks!
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2019-04-17, 03:39 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Delta was onto this some years ago, even though he also chose to include thieves as the 3rd class. (Daniel Collins)
Sometimes a character idea is specific enough that it needs specific mechanical support.
It is very easy to take a character concept and make it into bloat. Paladin and Ranger were two cases of that in their original package, as were dozens of "classes" and "character concepts" in Dragon Magazine for the first 10 years of its existence.
Because there are also a certain number of game balance constraints in the current idea of how to produce an RPG, that wide open "try anything" philosophy won't withstand those constraints for long.
The other issue is "does this character grow as the campaign grows" (D&D) or does it come preloaded? (Original Traveller for example)Last edited by KorvinStarmast; 2019-04-17 at 03:43 PM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2019-04-17, 04:04 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Except for Paladin, all those classes nominally don't have magic (unless you get that ability to work magic from a racial bonus including a Feat with variant humans) and a case may be made that first level Paladins are still primarily mundane warriors, so sure.
Why do we have cleric, druid, sorcerer, warlock, wizard, when we could just have a class called magic user?
Sure, I'm down for that (and in the first version of D&D I played the only spell casters were Clerics and Magic-Users, and if they were no undead encountered to "turn" Clerics were pretty much a limited Fighter at first level as they didn't have spells), but people like different flavors of magic.
Sometimes a character idea is specific enough that it needs specific mechanical support. When making such a character, it is more important to have access to mechanics that help bring your concept to life, than forcing yourself in a pointless exercise to shoehorn your concept into a predetermined set of mechanics (that's what a class is).
But without already knowing the mechanics how do you have a concept that demands a specific mechanic?
In broad strokes (mostly uses swords or mostly uses sorcery) D&D already has options (and always did!).
Unless you have a rulebook that has billions of pages I can't see how to have mechanics for every minute concept, and I don't think many concepts would even exist divorced from looking at the available mechanics - how would one want this Druid feature, with that Warlock ability without having first seen them?
That aside, your question implies (and correct me if I am wrong on this one) that you find it problematic if someone can understand and wants to enjoy the mechanical side of the game.
Well if I do then I'd have to admonish myself 'cause my first reaction to reading the "Swashbuckler" sub-class features was "Hot Damn!".
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2019-04-17, 04:24 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
I think there's really only like 2-3 "archetypes", and everything else is just a scale of one thing vs. another.
A Paladin is mostly just a Fighter with some light magic.
A Cleric is like a Paladin, but more magic than Fighter.
A Druid is mostly just a Cleric with a focus on Nature than Light.
There's not enough of a difference between Paladin and Fighter to make them separate classes, as well as Paladin and Cleric, but there is enough of a difference between Cleric and Fighter. Would a Fighter + Druid be much different than a Ranger?
I'd be interested to see something like this emulated in a system. Something like this:
- Fighting
- Savagery
- Finesse
- Ranged
- Protector
- Skill
- Persuasion
- Knowledge
- Alchemy
- Dexterity
- Magic
- Holy
- Dark
- Nature
- Arcane
Level into specific selections of specific groups, then choose your abilities based on what thresholds you meet. Ranged Fighting + Arcane Magic basically makes you an Arcane Archer. Dark Magic + Protector Fighting would be a Conquest Paladin. Dark Magic + Persuasion Skill would be a Mastermind Rogue with some magic tied in.
Even with this 5 minute example, if you limited it so that you paired two options from different groups (so you can't have Holy and Dark magic), that still leaves 96 possibilities. 5e has 12 classes and about 6 subclasses each, leaving about 72 non-multiclass builds.
There's not a lot that can't really be emulated with a decent, modular system, and you can still keep things in a mechanically oriented, "classful" system. I don't think it'd take "billions" of pages. Just from these 12 you get almost 100 options, and that's with limiting things to pairs.
My point is, it doesn't have to be strictly locked in like 5e has it so that we can settle for the sake of balance, and it doesn't need to have a billion pages. It just needs to be planned out.
On another topic, does someone know of a TTRPG system that works something like this? I'd be very interested in finding out.Last edited by Man_Over_Game; 2019-04-17 at 04:52 PM.
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2019-04-17, 05:06 PM (ISO 8601)
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Re: Reasons to Restrict Multiclassing?
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society