I
Immortal Sun
Guest
Wait...you're telling me taking levels in more than one class can make you miss out on some of the strongest elements of a single class?
NO WAY!
NO WAY!
Let me start by apologizing to anyone who found my earlier post offensive. It was absolutely not my intention to put down anyone's playstyle, in any way. I was attempting to characterize the approach in neutral language, but I admit that I don't typically design characters this way myself, so I may not have done it justice.Hopefully that's enough to put an end to the rather offensive notion you posted above, the notion where you classify those that want a class to enable their desired playstyles and concepts as people that are not happy to roleplay without some video-game-esque special move.
I consider any subclasses that aren't in the original PHB to be part of the optional game.They keep adding subclasses into the game
I don't consider any of the PHB classes to be the level of specific that I was talking about in my previous post. I was thinking in terms of people who come in with a concept like "I want to be an illusionist who ..." or "I want to be an assassin who..."they want players of the base non-optional game to be able to realize fairly specific character concepts
I'm afraid I don't understand what you mean here. How would you make a class-based game that caters to a wide variety of specific playstyles without millions of options? Or is that not your goal?wanting a close approximation of a class concept and playstyle doesn't entail wanting granularity coupled with millions of options.
Nope!Wait...you're telling me taking levels in more than one class can make you miss out on some of the strongest elements of a single class?
NO WAY!
Oh come on, my reply was well in line with yours. If you want to play the "But no feats" game then don't play the "But no muticlassing" game with me. My point stands that you can in fact simulate a wizard with a champion fighter using feats, which they get more of than anyone else. In fact I was kinda impressed just how much magic you can produce with that build I outlined, and was thinking about which cantrips and first level spell make the most sense and if Charisma is needed for the build despite it being the key ability for their racial spells (was unsure if any actually needed a DC or spell attack roll). The Sage or Cloistered Scholar backgrounds both fit pretty well also. In Waterdeep, Guild Artisan: Watchful Order of Magists and Protectors would work as well.
Ironically the Sorlock doesn't suffer this setback at all.Beyond this not really being a significant issue, it was intended. They're CONSERVATIVE with multi-classing, by intent, to avoid overpowered combos. Even with that caution, they ended up with a few extra strong combo like the sorlock.
And do we not remember the years of playtesting that was open to the public?
Let me start by apologizing to anyone who found my earlier post offensive. It was absolutely not my intention to put down anyone's playstyle, in any way. I was attempting to characterize the approach in neutral language, but I admit that I don't typically design characters this way myself, so I may not have done it justice.
For what it's worth, I actually do not believe that designing characters in this way represents a failure to roleplay, or think that it means those players are approaching D&D like a video game. It's just a different approach that some people gravitate toward, and for those people, it's very important. It's their "way in" to a character. I respect that. The reason I contrasted it with roleplaying is because it seems to me, for the people to whom it matters, the thing they want to reflect mechanically says something important about who the character is; the character is the sort of person who would choose this particular approach to a common situation. (I'm trying to leave exactly what the thing is open, but remember, I did say it doesn't have to mean combat.) A different player might still feel like they could effectively play a character with the same sort of personality by showing it in non-mechanical ways, and it might not matter so much to that player that the mechanical moves don't always quite pinpoint the character's style.
I consider any subclasses that aren't in the original PHB to be part of the optional game.
I don't consider any of the PHB classes to be the level of specific that I was talking about in my previous post. I was thinking in terms of people who come in with a concept like "I want to be an illusionist who ..." or "I want to be an assassin who..."
I'm afraid I don't understand what you mean here. How would you make a class-based game that caters to a wide variety of specific playstyles without millions of options? Or is that not your goal?
Nope!
I'm telling you that taking levels in more than one class can reduce some of the elements you've already gotten.
So you think a Sorcerer X/Warlock 2 is not behind in spellcasting compared to a Sorcerer X+2?Ironically the Sorlock doesn't suffer this setback at all.
(emphasis mine)Ironically the Sorlock doesn't suffer this setback at all.
So you think a Sorcerer X/Warlock 2 is not behind in spellcasting compared to a Sorcerer X+2?