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Multiclassing in Next
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<blockquote data-quote="I'm A Banana" data-source="post: 6016717" data-attributes="member: 2067"><p>You ain't wrong, but I think there's a nuance I could explain better, so lemme try.</p><p></p><p>Often, especially when you're new, picking a given class is more a matter of archetype and "cool toys" than it is anything else. If I decide to play a fighter, it's because I like the idea of being the dude who can walk up to the dragon and stab it in the face, and because I like what the fighter gets to do to help them do that (stunts in 5e's current iteration) -- maybe I saw that at level 7, Fighters get to throw creatures around like ragdolls, and I think that's awesome, and want to do that, so I pick "Fighter."</p><p></p><p>Those elements are part of the fun I get from the game. I get to pretend to be a badass warrior. I get to throw people around.</p><p></p><p>Now, when the rest of my party reaches level 7 along with me, the rogue grabs that ability, too.</p><p></p><p>Suddenly, my strength isn't special anymore. Anyone can learn to do anything. Classes have little meaning, and the pigeonholes they can be have little value. A "Fighter" isn't someone so strong they can chuck a troll, anyone can do that. Your grandma can do that, assuming she reaches Level 7 in her AARP Member class. Your class is that much more meaningless. </p><p></p><p>The two most obvious ways around this that I see are to reserve some abilities as "exclusive" so that biters can't get it (which cuts into what is cool about multiclassing), and/or to tie class abilities closely to <em>ability scores</em>, so that if the rogue picks up the Troll Chuckin' ability at level 7, he's at least gotta have a STRENGTH on par with my fighter to do that. </p><p></p><p>Or if he doesn't, he's gonna not be as great as me at it.</p><p></p><p>Which is still kind of small potatoes, but at least it's something.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6016717, member: 2067"] You ain't wrong, but I think there's a nuance I could explain better, so lemme try. Often, especially when you're new, picking a given class is more a matter of archetype and "cool toys" than it is anything else. If I decide to play a fighter, it's because I like the idea of being the dude who can walk up to the dragon and stab it in the face, and because I like what the fighter gets to do to help them do that (stunts in 5e's current iteration) -- maybe I saw that at level 7, Fighters get to throw creatures around like ragdolls, and I think that's awesome, and want to do that, so I pick "Fighter." Those elements are part of the fun I get from the game. I get to pretend to be a badass warrior. I get to throw people around. Now, when the rest of my party reaches level 7 along with me, the rogue grabs that ability, too. Suddenly, my strength isn't special anymore. Anyone can learn to do anything. Classes have little meaning, and the pigeonholes they can be have little value. A "Fighter" isn't someone so strong they can chuck a troll, anyone can do that. Your grandma can do that, assuming she reaches Level 7 in her AARP Member class. Your class is that much more meaningless. The two most obvious ways around this that I see are to reserve some abilities as "exclusive" so that biters can't get it (which cuts into what is cool about multiclassing), and/or to tie class abilities closely to [I]ability scores[/I], so that if the rogue picks up the Troll Chuckin' ability at level 7, he's at least gotta have a STRENGTH on par with my fighter to do that. Or if he doesn't, he's gonna not be as great as me at it. Which is still kind of small potatoes, but at least it's something. [/QUOTE]
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