Szatany
First Post
I'm not so sure. From a simulationist point of view, you could suppose that people may end up in the wrong Class and develop into a true calling later on.
Some ppl sure, but all of them?
I'm not so sure. From a simulationist point of view, you could suppose that people may end up in the wrong Class and develop into a true calling later on.
Some ppl sure, but all of them?
Mike Mearls is on twitter clarifying a bunch of stuff right now. (second hand, not from the feed)
Proficiencies don't stack (you either have it or not).
In the final rules, if you get the same proficiency from two different sources (like background and class) you'll likely get a new proficiency of your choice.
Humans will probably get tweaked.
They might still be working on the warlock and sorcerer?
You might be able to multiclass between subclasses?
This might be part of a packet update? Not entirely clear.
At least that skill will finally have a use in the game. (/sarc)You use Perception to track
On multiclassing: Why does multiclassing require ability scores, but singleclassing doesn't?
Ugh. I hope they don't do this. The guild thief rogue (e.g.) has so many proficiency overlaps, that this amounts to giving a free choice of three proficiencies. Makes no sense. Plus, people will start to want free proficiencies for individual weapons. It's much better just to accept that it's not zero-sum.
But guild thief is one of the most obvious background for a classic rogue PC. If you let proficiency overlap, you'd end up with a very classic rogue archetype that actually has less skills than other PCs.
I understand why it was implemented from a designer's perspective. Unfortunately it makes little sense from a simulationist point of view (which is important to me, but I'm not fanatical about it). You can be a fighter 1 with STR 6, but you must have STR 15 to be cleric 1/fighter 1. Something is wrong with this setup.
Multiclass Document Page 1 said:To qualify for a new class, you must meet the ability score prerequisites for the class, as shown in the Multiclassing Prerequisites table. Adopting a new class without the full extent of training that a beginning character has means that you must be a quick study, with natural aptitude reflected in unusually high ability scores.
Kobold Stew said:If players don't want that, they may choose not to be guild thieves but become commoners or priests. The primary benefit of the background should be the trait, tying the character to the background. Proficiencies are an add-on, and (again) not something that needs to be zero-summed.
If players don't want that, they may choose not to be guild thieves but become commoners or priests.
The primary benefit of the background should be the trait, tying the character to the background. Proficiencies are an add-on, and (again) not something that needs to be zero-summed.
While I do expect them to tweak those proficiencies, I don't think "if you have a proficiency, and get it again, you get nothing" is a viable approach. Because, yeah, then you're going to see more priest-rogues in play than you would see guild thief rogues, and that isn't a result the design should be encouraging, IMO. You shouldn't gain an advantage for fitting less snugly into the archetype -- in fact, if anything, I'd prefer the opposite (though I realize that's a bit of a slippery slope).