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Anybody Tried "You can multi-class OR take feats"?
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<blockquote data-quote="5ekyu" data-source="post: 7335236" data-attributes="member: 6919838"><p>So, in my game(s) i often have a diversity in playstyles to the point that some players will spend time and effort on BUILD ane efficiency and others just won't really care. Both are fine with me. All of them do good play and fun for all.</p><p></p><p>But i tend to want to find a balance point between meaningful build flexibility and having too high a gap in power between "efficient builds" and "just builds". i don't want to flood too many choices on those who do not want them or to have them be so obviously outclassed in areas that matter to them by efficient builds.</p><p></p><p>So, what i am considering is to limit the scope of the "potential" problem by telling players that they can choose on a character level to have access to feats (replace ASI as usual) or to multiclass (normal rules or possibly a one-extra class limit) but no character can do both. Decision needs to be made only when you decide to take either option. </p><p></p><p>Anybody have experience with this choice in play?</p><p>Anybody seen a difference powerwise if builds do use both multiclassing and feats vs those who just multicalls or just use feats? (casual reading seems to point to both-on-one figuring prominently.)</p><p></p><p>Any general thoughts or wisdoms?</p><p></p><p>Yes, variant races which grant feats would trigger the no-multi-class thing.</p><p></p><p>disclaimer to start - </p><p></p><p>balance that matters to me is balance between the PCs. Encounters challenges and adversaries can be adjusted and will be to suit the group. "value/power" is to me the intersection of "capability" and "need" so there is a lot of leeway for me in setting/encounter to mitigate a lot. but i want to avoid too big a difference between PCs within the same general area of focus from BUILD - give there may be a big difference from in-play decisions as well that i will not be able to address or want to.</p><p></p><p>- thanks in advance.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7335236, member: 6919838"] So, in my game(s) i often have a diversity in playstyles to the point that some players will spend time and effort on BUILD ane efficiency and others just won't really care. Both are fine with me. All of them do good play and fun for all. But i tend to want to find a balance point between meaningful build flexibility and having too high a gap in power between "efficient builds" and "just builds". i don't want to flood too many choices on those who do not want them or to have them be so obviously outclassed in areas that matter to them by efficient builds. So, what i am considering is to limit the scope of the "potential" problem by telling players that they can choose on a character level to have access to feats (replace ASI as usual) or to multiclass (normal rules or possibly a one-extra class limit) but no character can do both. Decision needs to be made only when you decide to take either option. Anybody have experience with this choice in play? Anybody seen a difference powerwise if builds do use both multiclassing and feats vs those who just multicalls or just use feats? (casual reading seems to point to both-on-one figuring prominently.) Any general thoughts or wisdoms? Yes, variant races which grant feats would trigger the no-multi-class thing. disclaimer to start - balance that matters to me is balance between the PCs. Encounters challenges and adversaries can be adjusted and will be to suit the group. "value/power" is to me the intersection of "capability" and "need" so there is a lot of leeway for me in setting/encounter to mitigate a lot. but i want to avoid too big a difference between PCs within the same general area of focus from BUILD - give there may be a big difference from in-play decisions as well that i will not be able to address or want to. - thanks in advance. [/QUOTE]
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