Arguments and assumptions against multi classing

smbakeresq

Explorer
What are you talking about? Of course it's based on reason. The reason is that Paladins suck.

Q: Hey, Lowkey, what Paladins are you railing against?

A: Whadda you got?

I think Paladins are very good and great fun to play with the right DM. By right I mean enforces your Oath and alignment and pushes you into moral dilemmas for which you need to find creative solutions for or are stripped of powers and forced to quest to atone for ( a personal dangerous adventure.)
 

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Grognerd

Explorer
Since the Fiend is tricking me into believing he is Odin the God, I need you to rule that Odin wouldn’t mind at all. Also, I can’t run into any people who actual worship Odin because they might realize something is amiss as the Fiend probably wont be a perfect imitation of Odin. 

I'll let someone else rebut the other points, but I couldn't let this pass. At no point was this ever hinted or suggested in any way, shape, or form. In fact, should he meet a "real" worshiper of Odin, that just exploded an entire world of opportunity for roleplaying, exploration (trying to figure out who he really works for), conflict, etc. More than likely, the player would love the plot points, since they show the DM is interacting with his backstory in a very tangible way.

Your claim that he somehow limited the DM on how s/he presents Odin is unsubstantiated by what was actually said.
 

Let's say that you've discovered that there's huge synergy between Spore Druid, Mastermind Rogue, and Kensai Monk. It seems to me that the challenge of writing a coherent story for that is kind of like getting an essay assignment to "compare and contrast skateboard culture to Pathan tribes along the Afghan/Pakistan border", or randomly drawing improv acting cues that throw together a neurotic housewife, a serial killer, and a Brazilian ranch-hand. It's an opportunity for creativity and novelty. (Much, dare I say it, like rolling 5 Int and deciding that you're going to play a genius.)

Now, to be sure, LOTS of players don't do that. They figure out the synergistic multi-class build and then just enjoy throwing tons of dice at the table. But that's on them, not the multi-class. If you don't let them play their overpowered tri-class aberration it's not like they're going to suddenly discover the joy of character development.

A coherent story on how your example would work together would mostly matter if you were creating a character at higher than 1st level that would already have levels in all those classes. If you are starting a character at 1st level and want your character to eventually have levels in all those classes, then the DM shares the responsibility with you to come up with a way that could happen within the context of the setting. That is, unless the group this player is part of does not care about it all making sense and fitting into the world. I have played in both kinds of groups: ones that only let you add a new class if it made sense and could be trained for, and ones that did not care at all about the combined classes making any story sense at all.
 

Hussar

Legend
So your virulent objections to other people's paladin or MC paladin PC is based on bias rather than reason?

That being the case, why would the player of any paladin or MC paladin care what you thought about it, one way or the other?

Now, to be perfectly fair, [MENTION=88539]LowKey[/MENTION] has never, ever tried to pass off his bias as objective truth. Which, for myself, I give him MASSIVE props for. It's so refreshingly honest.

And, as far as your Pal/War goes, FANTASTIC. Well done you. That's just handing the DM oodles of stuff to play off of.

Look, I get that some DM's are far, far more interested in the "ownership" of the game or campaign. I'm not. I get that some are. I think that they are wrong, to be honest, because I think the game is very much improved when the DM can relax his or her ego enough to allow the players to shape the world too. And, yes, I do think that it's an ego thing when the DM becomes so invested in a setting that changes are seen as challenges and not opportunities.

So, yup, I'm letting my bias flag fly too. :D
 

TwoSix

Dirty, realism-hating munchkin powergamer
I'll let someone else rebut the other points, but I couldn't let this pass. At no point was this ever hinted or suggested in any way, shape, or form. In fact, should he meet a "real" worshiper of Odin, that just exploded an entire world of opportunity for roleplaying, exploration (trying to figure out who he really works for), conflict, etc. More than likely, the player would love the plot points, since they show the DM is interacting with his backstory in a very tangible way.

Your claim that he somehow limited the DM on how s/he presents Odin is unsubstantiated by what was actually said.
Yep. Anyone who's really interested in a player-driven narrative game would expect that their deceived paladin will eventually find out about the deception and have to make some hard choices as to what to do; that's literally the best reason to make that story in the first place.
 

pemerton

Legend
The reason it is not comprehensive and complete is because it is a small quick summary in the intro of "basic pattern" of how things tend to play out. its not meant to be a hard coded straightjacket ultimate MUST DO shackle for all DnD play.

Some tend to see it as some form of clear denial of anything that violates this summary.

i see it as the quick outline for new players and to set the feel, little more than that - all illuminated and expanded upon by the hundreds of pages that follow.
I agree - both that it's a sketch or summary, not a total description of how the game works; and that there are some posters who treat it as if it were a statement of the rules for play.
 

pemerton

Legend
there are some who just do it strictly to exploit the rules in some way shape or form and will brook absolutely no other interpretation of anything that interferes with their PC. You ask them about their PC backstory and they say "Far Traveler so I can get Perception since its great for my PC."
To me, that doesn't look like exploiting the rules. Why would a player choose a background that gives abilities they don't want?

And how is it "powergaming" to choose proficiency in Perception? What skill choices aren't powergaming?

Every power gamer I know who played old module A4 loved it and it changed their style. In that module, you start with no equipment and little clothes and nothing else and must get out of the prison before a Volcano explodes and kills you. Its strictly good gameplay and imagination to not die. Look it up and read the module, you might like it.
A4 is an interesting idea in the context of a game that emphasises PC equipment load outs and spell load outs as the main suites of player resources. So it was interesting in the context of classic D&D.

But there are a lot of approaches to RPGing in which the main action of play is not about managing those sorts of resources, and in which setting up a situation which is all about turning stalactites into makeshift spears is just tedious rather than fun play.

I totally agree that this conversation is how the game actually works in practice.

My point has never been that it's 100% player or DM when talking about how the game actually occurs at real tables. My point is about who comes up with the PC's fluff, player or DM. It's the player. The DM doesn't create it, the player does.

Let me put it this way: at the start of the campaign the DM says words to the effect of, "Here's my campaign/world; what do you think?" Sure, the player might have some suggestions about tweaking stuff, but it's the DM's creation. What does not happen is that the player creates the world/campaign!

What happens after the DM presents the world/campaign is that the players create a PC to play in that campaign/world. So they cannot player cyberware in a world without cyberware.

Then the player presents their PC, crunch and fluff, to the DM. The player says words to the effect of, "Here's my PC; what do you think?" Sure, the DM might have some suggestions about things like personality, events in the backstory, whatever. The DM might also say no to some things, and tell the player why they object to that thing, so that they can tweak it.

<snip>

The player controls their own PC, The DM controls the everything else!
Seeing as the thread seems to have moved to a point where posters are expressing their views about what makes for good RPGing, I'll express mine.

I think that, while you may be right about the default way to approach RPGing, I think it tends to make for mediocre RPG experiences, and is the source of a lot of the conflict that I seem to read about on these boards between players and their referees.

Every decision a player makes about his/her PC - both in backstory, and in play - has implications for the wider gameworld. Eg if a player makes decisions about his/her PC's parentage, that is already determining that reproduction in the gameworld - both biological and social aspects - proceeds in ways similar to the real world. If a player declares as an action "I look for a secret door" that forces the GM to confront the question of the forms that architecture takes in the gameworld.

So if we start from a premise that the GM controls "everything else", we're setting ourselves on a direct course for conflict, railroading, "player entitlement", etc.

Similarly, if the GM is never allowed to tell a player how his/her PC feels unless a NPC uses a spell, huge swathes of fiction are precluded. When Frodo feels weary in Morder, that's not because Sauron cast an Emotion spell on him. When Lancelot feels passion for Guinevere, or - in the movie version - when Aragorn feels shame before Arwen about his human heritage - those aren't magical effects.

And it's hardly a feature of new-fangled systems that they allow for non-magical emotional consequences to occur to PCs. In Classic Traveller (1977) PCs are subject to morale checks. In the early 90s, when we player Rolemaster, either I as GM or the players for their PCs would call for rolls on the Depression critical table (RMC III) when a PC experienced some sort of trauma like the death of a loved one.

As I posted upthread, the heart of RPGing is collectively establishing a shared fiction, with the players contributing by declaring moves for and about their PCs. If everyone agrees with a proposal as to how the fiction changes ("I walk across the room and open the door") then lo-and-behold!, that's now true in the shared fiction. If there is some sort of contention, then the rules of the game tell us how to sort it out. If those rules give unilateral power to the GM, then it's not a game that I want to play, but let's be upfront about that and not pretend that the players also have some sacrosacnt sphere of power. But if the rules don't just say "GM fiat", then I can't see any way in which they're going to preserve some sort of "players control PCs, GM controls the world" demarcation.
 

Maxperson

Morkus from Orkus
I imagine different posters are going to have different takes as to what a "valid reason" is. The poster who labeled their game as a "DMocracy" is probably going to have a more expansive take on valid reasons than you or I might. :)

One day I'd like to run a dMOCKracy game. It ought to be fun for everyone. :)
 

Maxperson

Morkus from Orkus
No, that would be unutterably wrong!

What this DM is trying to do is control what the PC does using their perfectly valid choice of class to take the player's agency away. This is the worst role-playing thing a DM can do.

The player decides what their PC does. Not the DM, and not the DM hiding behind the excuse of 'the patron made me do it'!

You and I have agreed on most things here, but I'm going to disagree with you on this one. @5ekyu stated that he was wondering if a player would take him up on that idea. If the player agrees to that idea, 1) the player is probably going to enjoy it or he wouldn't be taking him up on it, and 2) has given the DM permission to influence the PCs actions in that manner, making that influence no different than a mind control spell of some sort. This is a totally fine way to play in my opinion.

As an aside, I do find it ironic that you declared something dealing with the Old Ones as unutterably wrong. :p
 

5ekyu

Hero
You and I have agreed on most things here, but I'm going to disagree with you on this one. @5ekyu stated that he was wondering if a player would take him up on that idea. If the player agrees to that idea, 1) the player is probably going to enjoy it or he wouldn't be taking him up on it, and 2) has given the DM permission to influence the PCs actions in that manner, making that influence no different than a mind control spell of some sort. This is a totally fine way to play in my opinion.

As an aside, I do find it ironic that you declared something dealing with the Old Ones as unutterably wrong. :p
And you also chose to see influence not control which I thought the explicit statement of them being free to act on the event or not (like other warlocks) made clear.
 

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