trentonjoe
Explorer
I think this sums it up:
For:
More options for players
Against:
Don't like the mechanic.
For:
More options for players
Against:
Don't like the mechanic.
"Experienced player" does nto equate to "player with rules-mastery". When the GM has more rules-mastery than the player, does he or she not kind of owe the player the benefit of that knowledge?
Maybe. Or maybe the PC gets hauled along and protected by the other players (on the same basis as, "Well, they are a PC, so we *have* to accept them into the party"), and other characters take the heat for having the under-powered PC there.
Weigh in, sure. But on matters of PC design and advancement, they should tread lightly.The GM is not the Fun Police. But the GM is the Game Editor. Just as he or she chooses the rules options available based on what is apt to work best for all concerned, should they not weigh in on such matters as well?
I liked that way, too. Starting at the very end of 1e and really getting into role-playing in 2e, I learned quickly to adapt, modify, and create rules. If I wanted a multi-classing system like 2e in my 5e game, I would simply use Monopoly house-building rules. Every new level has to be spent on a class whose level is lowest, and no two classes can be more than one level apart.I actually feel as though 1e and 2e did multiclassing best - when you multiclassed you picked 2 or 3 classes at character creation and were "all in" for the rest of the character's career - you didn't cherry pick... you were a fighter/cleric or a ranger/magic-user from level 1, just a level or 2 or 3 behind everybody else. I wish they had some optional rules for that in the DMG.
Nentir Vale tieflings have the Crimson Knights as part of their history/background. They were Asmodaus paladin / warlocks, who eventually evolved into other gods' paladins, but retained the fiendish lore from the Turathi empire, which was passed down as a form of arcane lore bound to their race's history, instead of requiring an extraplanar Patron.OTOH, what if the Pal/Warlock oaths are to the same being? Or the barbarian was from a land across the seas...or had gone to a monastery beyond the horizon of the empire?
Sometimes, that very much happens. Its all well and good to say to keep someone out of a group, or find a new one, but when your table involves a group of friends that do more than just game together... politics come into play. And there are times when you may very well have a lack of trust in one player in just this particular respect, but not others. I've seen it happen more than once.IOW, just banning combos at the meta level smacks of a lack of trust in your players.
Anyways, the point is - there is a cultural precedence with tieflings for combining paladin and warlock
When people say that they are concerned about a character not pulling his weight the first thing that comes to mind is that it's a group problem of people that want their characters to be finely tuned machines.
The other shows, well, a lack of trust that someone can play a game at some level. And if your players need that kind of policing, perhaps someone needs to learn some basic manners. Or get kicked out of a group.
The world isn't so black and white, Danny. There are other factors in play. Its frankly ingenuous for you to suggest that lack of trust is the only motive. Or did you miss the part of group dynamics and politics? Psychological effects on the players, who found they focused more on their characters instead of sheets?And if your players need that kind of policing, perhaps someone needs to learn some basic manners. Or get kicked out of a group.
I'll take a shot at this... but let me ask you a question first (so I don't assume anything, and no, it's not "WHY?"What is so wrong/unfun/threatening/inconceivable with that style of play? No new classes at every level up. Non-existent or, as [MENTION=1288]Mouseferatu[/MENTION] posted last night, severe or arbitrarily limited MCing parameters. How is that such a terrible burden for people's characters and/or on the players, themselves?