Arguments and assumptions against multi classing

5ekyu

Hero
@Arial Black, what you described in your post was perfectly cool and reflected upon a collaboration of DM and player which is how we play at our table. The setting may have some hard core limitations (no specific classes or races or specific rules about magic etc) but the background fluff can be worked through. All good.



We have a similar house rule. If a player is forced to create a new character due to death or otherwise, any other player may veto the new character created if they believe it clashes with their own.

As a fairly standard practice - there are more restrictions understood on "replacement characters" than original characters" and this is one of those reasons. We haven't needed a veto to be actually used because we all know new guy trumps existing character just wont be allowed. So, when new guy is created, it is often very different from the existing ones as far as "what it does".

Our house rule "ties" (quick one liner "hey dont i know you from..." written by players at the start of the game, some used then among PCs but some held back for later) helps bring the new guy in, even with significant differences between the characters.
 

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5ekyu

Hero
I have a longstanding group of friends who I play with. There has NEVER been tension about collaboration and we all take turns as DM over the decades.

Our process is simple. PC backgrounds are written and described something meds modifying fluff. DM looks it over and thinks about how the character fits in the world. Someone makes a cleric that prays to an ideal in a weird cult? Fine. The other clerics in the world usually serve a temple. The character is an exception.

The warlock has a strange patron not included in PHB? Select one of the patron abilities but reflavor. Warlock has little contact with patron? DM shrugs. Again his world does not crumble. He still runs it as he wishes.

We roll with and have fun. I don't know why some DMs are so particular as if their world is that fragile.

just like i dont know why some feel the need to keep throwing in some way to hang weakness or inadequacy onto those who feel differently in how they play.

A game doesn't have to be lesser than another or more fragile to have different tolerances.

At least, thats how i see it.

Your fun may vary.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
c) No coffeelocks

I've played a paladin warlock and a paladin bard, and I've played with several paladin warlocks and one paladin sorcerer. What I meant by "abuses I've seen on the boards," was an imprecise way of saying all of the "abuses" that are possible with CHA-based multiclassing, seen from firsthand knowledge, reading other peoples' experience, and doing the research myself.

I haven't had anyone play or ask to play a coffeelock, yet. That's probably because that is just the most egregious, eye-rolling abuse of a poorly-designed rule.

It basically comes down to (one of the few) very sloppy design elements in 5e that can pretty easily be avoided. A talk with players to say, "hey, don't abuse MC rules" also works in most cases, but the internet shorthand is to just to state that MCing CHA-based classes is uncool and should be avoided.

Please, forgive me if I quote you over something old. I can't claim I was the one to invent the coffeelock, but I described the basic idea very early on in the edition. I couldn't really get behind the actual fluff required at the time -given the only choices back the were amoral patrons at best- so I never tried playing something like that, but now that we have both Celestial Warlock and Divine Soul, I'm starting to feel like trying a Sorceress 3/Warlock 3, it sounds like it might be fun. (Note that I'm disinterested on blasting, so no Twin eldritch blast shenanigans. And with an easily renewable source of magic, there would be less pressure to conserve resources so probably no Twin/Quick spell stuff)

Would you be ok with something like that?



Last point I think I'll make based on personal experiences..

Player: May I multi-class?
DM: Sure. May I make villains that multi-class?
Player: Sure.

DM learns from players and makes all rolls out in the open. Party near TPK.

Next campaign

Player: May I gestalt?
DM: Sure, may I make enemies that also do so?
Player: Sure
Player 2: Um, remember what happened last time we used optional rules? Lets take a look at this.
DM: I'll allow anything you guys want to do, but know that your choices have consequences, not necessarily bad ones, but consider the outcomes fully during chargen.

A lot of this stuff comes down to the DM allowing him or herself to embrace the adversary role as well as the enabler. No player is going to get angry if you enable them to make the decisions that affect their play within reasonable lines.

I don't know, maybe I wouldn't get angry, but I wouldn't be exactly happy under these circumstances either. I barely ever feel the need to try something I know is overpowered -my average fantasy isn't really a power fantasy by the normal usage of the phrase- if I ever decide I want to try it, then I don't want things to be hard, I don't want to be challenged, and certainly I don't want it to end on a TPK. If I decide I want to try something that is "powerful" -and again I barely ever feel like it-, is because I want to feel the thrill of the experience and for things to go my way.

And well, I prefer to have multiclassing and feats available, but mostly for the following reasons:
*I loathe standard human, it is nothing but a bunch of bland +1s -and I tend to find the resulting characters unrelatable-, at the same time I really like to play humans -because I have an easier time finding them relatable-. Without feats there's no variant human and I'm stuck with a character I find less relatable than ideal.
*I like to have the door open to shifting paths if needed. Knowing that my character isn't set in stone helps me relate to it. The opposite makes them feel more like an artificial construct than a living person.
*Feats help me fill gaps in my character. I prefer playing sorcerers -I like bards and clerics too, but they tend to be quite busy- but I'm not really a fan of blasting, the extra feat from variant human normally goes to gain proficiency with the fabled spears -they are an iconic sorcerer weapon- and other things like bows and glaives. Or to get a third spell known, the more spells known the least I'm pressured to blast.
*In core-only games, it helps me compensate for the lack of a healing witch. By mixing bard and sorcerer I can approximate a poor-mans favored/divine soul

None of them are powergaming reasons, if anything, going by these forums, they are things that actually undermine a character's power.

I agree with you at the altitude you're operating at.

I think it's important to think about where a campaign is, what storylines are in flight and what other players want in contrast to what one player wants. Personally, when doing backstories two things from my past come to mind when my group was doing our standard pre-campaign world building exercise and character stuff.

For context: We do a round table mad lib with players spending "fate threads" in the form of poker chips to cover things that they want in game. The DM has his own amount of currency so he can modify certain things that get brought up. Players as a whole have more currency than the DM but the DM has more currency than any individual player. The way it works is the player will put down some of his currency and leave an open-ended statement that becomes as "real" as the amount of currency put down. Going once around the table, any player can add to the open ended statement with the DM closing the thread or adding his own take to it then closing the thread. Each player has 30 seconds to get their idea out symbolized by a sand timer.

Each person needs to add an amount of their currency to their modification equal to the amount of the original spend.. so if anyone screws with anyone else, it reduces the amount they have to spend on themselves. It balances nicely and depending on how careful a player is with how he or she states his or her desires it can end up with some really good, and really whacked outcomes. Nice ice breaker.

Back to point. These two things come to mind

Player: There's something about my character that he can't put his finger on, but he believes he's destined for greatness. - 4 chips out of his 10.
DM: Times up, lets go around the table.
Player 2: It's his spleen... 5 chips. (this player is the table's humor guy. He's well-liked by everyone including the player he just borked.)
Table: laughter, horrified look on player 1's face.

DM considers intervention but this is player 2 telling everyone that he wants a lighter game than "player one saving the world and grit". It flies but by the time it matters the point has been significantly abstracted. (read: it may very well be that the player has a mystical spleen/physiology, but I don't have the evil guys constantly mentioning his spleen. It's a table joke.)

Next example.

Player: I have tons of friends in high places, I know many of the nobility and their my close friends. (3 chips out of 10)
DM: Ok, lets go around the table (gives me time to think.) None of the players add or subtract, because I think they're trying to see if I'm going to break the game or break the collaborative environment by saying no.

DM: (adding to player's point): They're all imaginary friends.
Table: Dies laughing and we break for a few minutes to get food. Player's face drops.

By the time this matters I had enough time to think through it and the imaginary friends were spectral ancestors of the existing nobility. It would have given the player a lot of backstory on the nobility and enough information to manipulate things on occasion, but not enough to screw the game over.

Granted, sometimes this works and sometimes it doesn't because you never know how long a game is going to last or if the players are going to be at the table to see it through. I do think though that if you put a bunch of creative minds together you can make anything work.

KB

More power to you I guess, I wouldn't really want to be in a position to play with this system. Having a way to "buy" fictional space is very cool, but both your examples don't sound very fun to me. What would you do if I was an hypothetical player at your table and I put something like "My character is a princess" and put all of my chips on it?
 

Salthorae

Imperial Mountain Dew Taster
It absolutely changes the tone and theme of the game/world. A side benefit of not using multiclassing, it seems, is that we don't need to deal with disruptive characters like that.

We do the exact opposite. We want characters at the table who are there to be part of an ensemble and further the themes and tropes of the game.

Not hijack it.

If the player writes their character to be the protagonist then they're being a jerk. Being the squeaky wheel doesn't get you the grease at our table, it gets you replaced.

1. How can a single characters backstory change the theme and tone of a whole world?
2. The backstory has 0 to do with the multiclass part of the PC, but either way why do you think this character is “disruptive”?

Isn’t every PC a protagonist? How does this backstory make this PC more spotlighted than any others, and thus classify it as a squeaky wheel? Likely none of the other characters even KNOW this PC’s backstory... so how does it matter?
 

Ancalagon

Dusty Dragon
We left town.

After a few days in-game (which was a few weeks later in real life at one session per week) my paladin started to lose his powers, one by one. Why? You don't know.

It kept happening, and the DM kept refusing to tell me why and all my guesses were wrong.

It turned out that I was losing my powers because I had broken my word.

What word? What are you talking about?

You said you would talk to the dwarf on behalf of the maid, and you never did.

I had forgotten all about it. Meaning, as a player I had forgotten, but for me weeks had passed instead of hours between request and my paladin seeing the dwarf (when the fight started and I had more important things to think about). In real life as soon as I saw the dwarf I would've been reminded that I needed to speak with him about the maid, but as a player there is no-one to see, and the thing that's taking my attention is trying to kill me.

So I said that surely my character would've remembered! After all, I didn't mention going to the toilet or shaving either but I didn't explode in a hairy mess! We have to assume that the adventure focuses on the exciting bits and lets the mundane bits happen in the background.

So, that's how my paladin lost his powers. Because his player has a bad memory.

If the DM had said, "this is what happened last week....and you also promised to speak to the dwarf about the maid", I would have done so! And if I knew about it and chose not to speak to the dwarf then, yes, that is not appropriate for a paladin and some form of admonishment (which in 2e could easily mean that his powers stopped working as they should) would be in order. But paladins fall because of bad choices, not bad memory! Even worse, it wasn't the paladin's bad memory, but his player's bad memory. And understandably given the disparity between game time and real time, and actually seeing someone reminds you that you need to talk to them.

So I get a knee-jerk reaction whenever paladin powers are taken away. Especially in 5e when that has been deliberately written out of the game! Especially when they are taken away simply because the player wants to multiclass within the rules!

That's a frustrating story, I completely agree with you

... but it's still in the game. In the DMG, the oathbreaker. Several people have pointed it out.
 

Ancalagon

Dusty Dragon
To get back on topic, I will say this: multiclassing in 5e is less "necessary" than in previous editions.
[MENTION=45197]pming[/MENTION] noted how he like the fighter-mage-thief. And yes, its a cool concept... and it can be done in 5e without multi-classing.

1: Eldritch Knight with criminal background

Want more "mage"?

2: Hexblade with criminal background

or

3: Wizard bladesigner with criminal background

want more "rogue"?

4: Arcane trickster with soldier background (maybe take dwarf for the armor/weaponry).

I'm sure there are several other ways of doing the same.

This might not be the same as 2e multiclassing. But the first time we can do this much without multiclassing.
 

Arial Black

Adventurer
You have already stated that part of your "character side" would be fluff that establishes a tie between the wolf-sex-thingy and the barbarian rage feature (i do not mean you tie that toe every barbarian, but you establish for this game a link between those two elements as a possibility) and to the extent that it triggers your jerk/irrational and intrusion position.

To me, that tie is a world setting and while as a Gm i would almost always be fine with it... i do NOT agree at all that adding that is clearly and distinctly a player-side GM has no say purview.

The situation is that at the precise moment when the *ahem* genetic material left daddy's, erm, body, daddy had started to change into a werewolf for the very first time, but the change was not complete.

Therefore, the cause of my PC's abilities was the genetic material that was half-way between human and werewolf; a unique situation. This is different from a 'father' who has already completely turned into a werewolf, because at that point the genetic material would not create something like my PC, it would create....whatever it usually creates in the DM's world! A normal human baby? A natural lycanthrope? An afflicted lycanthrope? I don't know; it's not up to me, it's up to the DM. That is why my PC's unique origin simply does not tread on the DM's toes re: the results of werewolf mating.

In order for my PC's origin to set a precedent, another 'father' would have to be releasing his genetic material at the exact same moment as he was changing into a werewolf for the very first time. Even then, the mother must somehow survive what would almost certainly be a fatal experience. And if those exact same things happened and the DM didn't want another PC like mine, all the DM has to do is say that it didn't work this time! Maybe it only worked like that the first time because The Fiend made it happen like that as part of The Fiend's long game, because he wanted an agent like my PC.

In short, accepting my fluff in no way paints the DM into a corner re: werewolf mating results, therefore it is not a valid objection to my fluff.

Look at the player rights section -
what I see as the player's purview (idea, choice of race/class/background already allowed by the DM, fluff to explain the crunch)

Thats pretty broad for the player side - only things outside the limit are classes/races/background already forbidden expressly.

Look at the GM right section...

the DM's purview (necessary adjustments to better fit into the DM's campaign, messing with the DM's actual adventure/plots/game world politics), as illustrated by the fact that the only thing I feel I need the DM's permission for is the 'Feywild time dilation' aspect because the adventure will be set in the Feywild?

See the bolded limits all thru the Gms rights? Any GM side purview must be necessary (not just preferred, but necessary), must be better (not just as good or equally good but better) and (i assume you meant" NOT messing up already planned politics world adventures etc.

You are defining a set of conditions which - very consistently to your previous positions I might add - seem to view the Gm as being the party which needs to be limited, restricted etc and the player to have a wide latitude when it comes to this "fluff".

What **seems clear** is that you still want pretty high degree of carte blanche for the player and very limited ability for the GM and a lot of tools to push back with (Justify how its really necessary? justify how its better better? justify how it messes with?) and that is a far cry from a collaboration especially when it comes to the ties between your character and the world.

Yes, that sums it up nicely. The DM controls EVERYTHING in his world....except the PCs. The ONLY thing the players have is their own PC, and it is wrong for the DM to assume control of the PC (including the PC's backstory) without the player's consent, just as it would be wrong for the player to assume control of the DM's world when play begins without the DM's consent.

Lines of demarcation. The players get their PCs, the DM gets literally EVERYTHING ELSE. What, you want my PC too? Hands off!

Thats not a collaboration or chargen campaign process i would sign myself up for as Gm and frankly, as player because it really seems to set an adversarial tone towards the Gm. it really screams "we do not trust you as our GM" to me. First rule of my games is "this game will run very well if we trust each other. and play together."

The forum makes us all seem a lot more adversarial than we are in real life, because we are supporting our positions in a debate here, but in real life it doesn't work like that.

The forum makes it seem as though the very first thing I say to the DM is, "It's my way or the highway!", and it seems as though this is also the first thing the DM says to me.

But that is not what happens in real life. In reality, our expectations are that the DM/player will not be a jerk! Those lines don't get drawn in some argument, because there is (usually) no disagreement. Usually, the DM recognises the players right to make up their own backstory, and the players recognise the DM's right to make necessary adjustments.

Disagreement does sometimes happen though. I remember one time one of our group's players wanted to try his hand at DMing. He told us all to make 1st level PCs and told us a bit about the world, told us which books we were allowed to use (3.5e; there were a lot of books by this stage). So, I decided to play a warlock. He already said we could. In the previous campaign in which both he and I were players, I also played a warlock, and we were all high level. I wanted to play a low level one.

But he didn't like my previous character. So, after I made the warlock, he banned it. He just decided that there were no warlocks in his world.

So that wasn't a good start. I floated several ideas for different PCs and he shot them all down. Later, he allowed another player to use one of these ideas for their PC after he had already said that I wasn't allowed to use it!

That ticked me off no end! I decided that if his objections were that all my ideas were too powerful (1st level PC's, remember?) then I'd make a PC that only used info from the PHB, a source that he allowed in toto. I made a 1st level bard based on Joxer The Mighty from the Xena TV show. He didn't know he was a bard, he thought he was a great fighter destined to be a hero, but in reality he was a buffoon.

In 3.5e, a bard has to choose what kind of performance he uses to get the pseudo-magical effects (like Inspire Courage which gives combat bonuses to the bard's allies). Usual choices are singing or playing an instrument, but there is actually quite a long list to choose from, including things like 'oratory'. One of those was 'comedy', and one of the example types of comedy was 'buffoonery'; basically, pratfalls and being useless for comic effect and so on. The way I'd Inspire Courage was to 'strike a heroic pose and cow the villains into submission' (read: try to act tough and have my helmet fall off and trip over my own cloak, and pretend that no-one else noticed). My party got the Inspire Courage bonuses from my bardic performance of 'buffoonery' because they were thinking, "Oh, gods, here we go again! We're going to have to pull out all the stops to get us out of this situation in one piece!"

So, I thought it was brilliant! So did the players! I was playing a weak PC so he couldn't object on those grounds (we didn't roll or use point-buy for stats, we just chose the stats we wanted. I gave him an 8 in wisdom; no-one had done that before), I was only using the PHB as my source (so he couldn't object on the grounds that I was using some obscure, broken splatbook), and I was using the rules as written, without asking for any special consideration, so he couldn't object on that score either.

He hated it. He tried to impose a Will save in order to choose my own actions in combat, but I told him that my PC may be deluded about his combat prowess, but his player knew exactly what he was doing, thank-you-very-much, and I'll make my own decisions for my own character!

That campaign didn't last very long. Why? Well, he wasn't a good DM, he was far too much into the railroad, and to be fair he lost enthusiasm for the whole thing and I suppose I'm at fault for some of that. But if he had imposed that Will save to allow me to choose the actions of my own PC I would have walked, friend or no, because controlling our own PCs is the ONLY thing players have got, and taking that agency away is the biggest sin a DM can commit.

Earlier, someone commented that they liked my werewolf-flavoured barbarian, and if they were DM they might consider letting silver weapons bypass my Rage damage resistance. Well, that's a clear nerf, but if the DM and I had a conversation about it and the DM gave an advantage to make up for the nerf that we both liked and agreed on, fair enough. But just nerfing my by-the-book crunch-wise barbarian, that's not okay. I'd play a totally different character first.

I know some Gms are of the "its my game and you can play in it" variety. I know i am more of an "its our game lets play together" variety but this seems to be moving very heavily towards "its the players game and if you are nice we will let you Gm it - with restrictions and a probationary period."

No, I see it as 'lines of demarcation', with the players getting their PC and the DM getting everything else. Do you really think that this is unfair to the DM? Do you think he should control the PCs too?
 

Arial Black

Adventurer
That's a frustrating story, I completely agree with you

... but it's still in the game. In the DMG, the oathbreaker. Several people have pointed it out.

Yeah, they have. Just like I pointed out that in 5e you lose one Oath but it is instantly replaced by another Oath (the Oathbreaker Oath!), not just have your powers stripped without being replaced with anything, because the latter does not exist in 5e.
 

smbakeresq

Explorer
Well that's insulting. Is this your insult for everyone who doesn't use multiclassing?

Small tangent, I have noticed that a lot of people reference 'DM' instead of 'table'. At our table we all make decisions collectively about the kind of game we want.

If a player makes a character we don't want to play with then we as the table will veto them. It has nothing to do with 'fragility'. We are there to have fun and while we could put up with many disruptive players and/or characters, we don't want to. Life is too short.

That’s why I suggested (and enforce with my groups) that session 1 is a PC building session where everyone rolls up their PC and builds it right there. Of course people know this going in so they prepare with a few PC ideas ready to go, which probably everyone here would do also. Since it’s group driven whack ideas get called out if they are unworkable.


Arial Black stated he made a PC with an 8 score since players choose scores and no one ever did that before and that was a problem. Well thats different in many ways to me and sort of the root of the problem:

First off, I wouldn’t let players choose scores because you get that situation, %99 will never choose a bad score even if it makes sense PC build wise. It leads itself to power gaming and doesn’t force the players to make choices and be creative, although you choosing the 8 is creative it is also the first time your group did it.

Second, the DM shouldn’t impose a penalty on the PC for having a low score as long as the player plays the PC according to that low score. If you have an 8 WIS and sit around the table metagaming everything and proposing complex strategic advice, that’s not 8 wisdom. If you are a barbarian with 8 wisdom and charge into a room because the rest of the players are taking to long to discuss a strategy, well that’s 8 wisdom and worthy of giving you inspiration right there.

Third, since you were the first to take an 8 in a score as DM not only would I not interfere but I would “protect” you somewhat as a recurring theme, God protects fools sort of thing. If I could push the consequences of your 8 wisdom in some minor way onto the other players it would be great for the team, the “he might be a fool but he is our fool” type of thing. The King sees right through your Bards persuasion attempt but is so humored and disarmed by your carefree personality that agrees to help the group anyway. People speak freely around you thinking you are such fool no one would believe you anyway. Maybe the Mind Flayer knows your unwise brain is nothing special so ignores you to get the other tastier ones, attacking them in preference to you but allowing you to “save the day” with some move som unwise that the mind flayer never thought anyone would do it. A low score can be the basis for an entire PC life, I suggest everyone try it and try it even lower than an 8.
 

Kobold Boots

Banned
Banned
More power to you I guess, I wouldn't really want to be in a position to play with this system. Having a way to "buy" fictional space is very cool, but both your examples don't sound very fun to me. What would you do if I was an hypothetical player at your table and I put something like "My character is a princess" and put all of my chips on it?

Depends on the nature of you as a player, the group as a whole and the vibe at the moment.

At first blush, sounds like you'd be a princess of solid repute and I'd have to roll with the consequences, as would the rest of the group. No one would ante up to modify it and I'd likely throw in some color in the form of a negative relationship you'd have to manage.

KB

Edit: adding [MENTION=6689464]MoonSong[/MENTION] to thread for the mention as I think I broke the quote.
 
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