L
lowkey13
Guest
*Deleted by user*
Ignore what other people prescribe*. Live a little. End your sentences with prepositions.
Play a game with no feats and no multiclassing. Play a kitchen sink game. Ignore the haters and have some fun.
PS- The one really weird thing about 1e (okay, one of the really weird things) was the bizarre gatekeeping for powerful classes. It was twofold-
a. First, you had to be superpowerful in order to be EVEN MORE POWERFUL. "You can't be a Paladin unless you already have killer stats, dude!" Because that totally makes sense.
b. Second, if a class was too powerful, there would be arbitrary limits on it that would almost always end up being ignored. "No adventuring with non-good people." "No magic items." Etc.
That was seriously bad design.
*Unless the people are awesome, like me, and telling you to get rid of Paladins, which is the common-sense and moral thing to do.
To me thid gets down to a core definition of what "class" means.I buy a game book because I want to know how their world works. If you include the multi-classing rules, then that world isn't inherently better or worse for it, but it is more complicated for no obvious gain.
If you say that Paladins are always Lawful Good, then that is a useful note which helps me understand the world better. If you say that some Paladins are also Warlocks, then that gives me less of an idea about what it means to be a Paladin.
I buy a game book because I want to know how their world works. If you include the multi-classing rules, then that world isn't inherently better or worse for it, but it is more complicated for no obvious gain.
If you say that Paladins are always Lawful Good, then that is a useful note which helps me understand the world better. If you say that some Paladins are also Warlocks, then that gives me less of an idea about what it means to be a Paladin.
I absolutely think that discouraging choices in a campaign vs. outright banning them is the best route.My preference is no multiclassing in 5e. So while I wouldn't outright ban it necessarily, I would dissuade it. My rationales, such as they are:
1. The class supposedly represents more than a job or a bit of training. Supposedly - according to fluff text, sure - it represents and investment of years of training both skillsets and, far more critically, mindsets into a particular role. So there is that.
2. By and large, the sub-classes within 5e eliminate the most of the old school, basic multi-class needs. Eldritch Knight covers the Fighter-Magic User. Clerics with War domains cover Fighter-Clerics (Arcana domain for multi- with Magic Users, Trickery for multi- with Thieves). Arcane Trickster for Thief-Magic User. Etc.
3. IF - and yes, this is a big if - the campaign did go into the upper levels, the best features in a class are the upper level ones. Why miss out on what is likely the primary appeal of class X for a dip in class Y, when generally speaking many of the functions of class Y are already covered by either sub-classes, backgrounds (skill selection options), or (I know you won't like this) Feats.
Now, as I mentioned, those are simply my druthers. They aren't carved in stone. But I'll encourage them. The nice thing - in my opinion - about 5e is that generally speaking you don't need to have every class represented, as you often seemed to in 1e (or even in 2e). In one of my current games where I am a player, it is a two person team: a Paladin of Lathander (Devotion) and a Cleric of Lathander (Life). While we are decidedly not stealthy, we haven't had a major problem with many situations due to skill selections, careful spell-casting, complimentary tactics, and background abilities.
Of course, YMMV. That's just my thoughts.