Arguments and assumptions against multi classing

Arial Black

Adventurer
I have tried over the years, most just are not interested. The same type of personality that breeds the die hard power gamer also makes them resistant to any outside influence, it’s socially dominant authoritarianism. They consider the DM “against” them as opposed to referee and theatre director.

I am talking about adults by the way, not kids who are a blast to DM for.

So you are triggered by your bad experience of players. So are some others in this thread.

To be fair, some are triggered by their bad experience of DMs. I'm one of them.

But what we should ALL be wary of is assuming that the player (or DM) WILL be a jerk!

The quote above is typical of that attitude. It shows that you believe that ANY MC of paladin and warlock MUST be a powergame exploit, and ANY fluff is merely an excuse to get away with it! There's no way that such a player is actually an honest role-player!

This tells us more about you than it does about them.
 

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Arial Black

Adventurer
The way I see it is this:

You - “Hey DM I got a PC concept. Ok what I did was reflavor Paladin so it’s divine smite and divine spells are from a non-divine source, so I changed that, however they keep their effectiveness. I am leaving that class after I get the level 2 features that are important, divine smite and fighting style. I will go into warlock so I can use CHR for my main attack stat and my Patron will the Fiend. Now I reflavored the Fiend to be able to give me all abilities of a Paladin and also all the warlock stuff, even though patrons are not divine, so I changed that also. Since the Fiend is tricking me into believing he is Odin the God, I need you to rule that Odin wouldn’t mind at all. Also, I can’t run into any people who actual worship Odin because they might realize something is amiss as the Fiend probably wont be a perfect imitation of Odin. Also this has nothing to do power gaming my PC it’s all story driven even though I didn’t work it out with you first.

Also, you can’t disagree with me at all since it’s my Pc and I control all aspects related to my Pc and I reflavored everything you could object to, so if you did it would greatly unfair.”

Does that about sum it up?

And here you go again!

Yeah, you could view my PC's background through a cynical lens of "ALL Pal/War players are powergaming munchkins and their fluff only exists to try and excuse badness", but again, that says more about you than it does me.

Yes, I went into a lot of detail. It's what I do, even with single class PCs.*

But here's the rub: I didn't have to go to any trouble at all in order to get that Pal/War. I know that all the PHB classes are available, I know that MCing is allowed in this campaign, therefore the only 'excuse' I need is to show up with a RAW Pal/War. Job done. No 'excuses' necessary.

* players who play single class PCs are only doing so as a powergame exploit. ANY fluff is obviously just a ploy to excuse their power-grabbing badness, transparently reaching for that Capstone power. [/deadpan]
 

Arial Black

Adventurer
I think Paladins are very good and great fun to play with the right DM. By right I mean enforces your Oath and alignment and pushes you into moral dilemmas for which you need to find creative solutions for or are stripped of powers and forced to quest to atone for ( a personal dangerous adventure.)

Any DM who sees the word 'paladin' on a character sheet who is then triggered to do their utmost to try and strip their RAW abilities away is showing themselves to be the wrong DM!
 

Maxperson

Morkus from Orkus
So you are triggered by your bad experience of players. So are some others in this thread.

To be fair, some are triggered by their bad experience of DMs. I'm one of them.

But what we should ALL be wary of is assuming that the player (or DM) WILL be a jerk!

The quote above is typical of that attitude. It shows that you believe that ANY MC of paladin and warlock MUST be a powergame exploit, and ANY fluff is merely an excuse to get away with it! There's no way that such a player is actually an honest role-player!.

I agree. In the current 5e game that I am playing in, I play an Oath of the Ancients Paladin, as that fit best for the god that he follows, not so much for the fey aspect. The DM is running a story that he got from a book that he read, and in it are some artifacts that are needed for the quest. One of them is a chalice that I drank from that allowed me to basically form the equivalent of a pact with an angel of the god that I follow, and that pact gave me a few nifty unique abilities.

I could completely see warlock fitting as a multiclass option for my PC based purely on the RP that has gone down already. The pact wouldn't conflict with my being a paladin, but would instead just be an extension of it. I'm not going to do that, since I'm still learning 5e as a player and I do that best by focusing on one class at a time until I know it well, but it's still there as an option that has nothing to do with power gaming whatsoever.
 

Arial Black

Adventurer
I'll let someone else rebut the other points, but I couldn't let this pass. At no point was this ever hinted or suggested in any way, shape, or form. In fact, should he meet a "real" worshiper of Odin, that just exploded an entire world of opportunity for roleplaying, exploration (trying to figure out who he really works for), conflict, etc. More than likely, the player would love the plot points, since they show the DM is interacting with his backstory in a very tangible way.

Your claim that he somehow limited the DM on how s/he presents Odin is unsubstantiated by what was actually said.

The idea was that The Fiend wanted to corrupt the paladin, but only slowly. Corrupting the paladin too quickly means a corrupted 3rd level guy. The fiend wants to (finally) corrupt him when he's a high level guy. So much more tasty!

So the imp (disguised as Odin's raven) has to subtly influence to PC into darker and darker solutions to his problems. Since the PC has the pirate background and is impersonating his own dead pirate captain (by wearing his magical full plate and using Mask of Many Faces to chilling effect when the visor is open), and pretending to be an evil pirate who is eliminating other pirates because he doesn't want the competition, while actually being a good pirate who is out to eliminate the real pirates, especially the one's who murdered the guy my PC now pretends to be, the raven/imp will have plenty of opportunities to do that subtle nudging toward evil.

Plenty for me and the DM to work with. What's more, the DM is free to do whatever he wants. He could even totally ignore that backstory and have the party delve dungeons for no reason.

For me, the work I do on the backgrounds of ALL my PCs (not just the Pal/War variety!) has value for me as a player and potentially for the DM, if they want. I like that better than just turning up with a Pal/War (or ANY PC) with no backstory named, er, Bob, because I don't care, I just want to kill imaginary goblins and steal imaginary gold pieces.
 

Arial Black

Adventurer
To me, that doesn't look like exploiting the rules. Why would a player choose a background that gives abilities they don't want?

And how is it "powergaming" to choose proficiency in Perception? What skill choices aren't powergaming?

A4 is an interesting idea in the context of a game that emphasises PC equipment load outs and spell load outs as the main suites of player resources. So it was interesting in the context of classic D&D.

But there are a lot of approaches to RPGing in which the main action of play is not about managing those sorts of resources, and in which setting up a situation which is all about turning stalactites into makeshift spears is just tedious rather than fun play.

Seeing as the thread seems to have moved to a point where posters are expressing their views about what makes for good RPGing, I'll express mine.

I think that, while you may be right about the default way to approach RPGing, I think it tends to make for mediocre RPG experiences, and is the source of a lot of the conflict that I seem to read about on these boards between players and their referees.

Every decision a player makes about his/her PC - both in backstory, and in play - has implications for the wider gameworld. Eg if a player makes decisions about his/her PC's parentage, that is already determining that reproduction in the gameworld - both biological and social aspects - proceeds in ways similar to the real world. If a player declares as an action "I look for a secret door" that forces the GM to confront the question of the forms that architecture takes in the gameworld.

So if we start from a premise that the GM controls "everything else", we're setting ourselves on a direct course for conflict, railroading, "player entitlement", etc.

Similarly, if the GM is never allowed to tell a player how his/her PC feels unless a NPC uses a spell, huge swathes of fiction are precluded. When Frodo feels weary in Morder, that's not because Sauron cast an Emotion spell on him. When Lancelot feels passion for Guinevere, or - in the movie version - when Aragorn feels shame before Arwen about his human heritage - those aren't magical effects.

And it's hardly a feature of new-fangled systems that they allow for non-magical emotional consequences to occur to PCs. In Classic Traveller (1977) PCs are subject to morale checks. In the early 90s, when we player Rolemaster, either I as GM or the players for their PCs would call for rolls on the Depression critical table (RMC III) when a PC experienced some sort of trauma like the death of a loved one.

As I posted upthread, the heart of RPGing is collectively establishing a shared fiction, with the players contributing by declaring moves for and about their PCs. If everyone agrees with a proposal as to how the fiction changes ("I walk across the room and open the door") then lo-and-behold!, that's now true in the shared fiction. If there is some sort of contention, then the rules of the game tell us how to sort it out. If those rules give unilateral power to the GM, then it's not a game that I want to play, but let's be upfront about that and not pretend that the players also have some sacrosacnt sphere of power. But if the rules don't just say "GM fiat", then I can't see any way in which they're going to preserve some sort of "players control PCs, GM controls the world" demarcation.

How this fits into what I'm saying; first, cooperation is best, no-one disagrees with that.

Second, sure the DM can say "you feel angry". But I, the player of that PC, can say "Actually, I was expecting this so I don't feel angry, but I'll pretend to, just to let him think he's riled me".

Or, I can go with it.

It's up to me.
 

Arial Black

Adventurer
And you also chose to see influence not control which I thought the explicit statement of them being free to act on the event or not (like other warlocks) made clear.

I must admit that when I read it I understood it as 'DM control'. That's what got the 'worst thing a DM can do' response.

Perhaps I misunderstood.
 

Maxperson

Morkus from Orkus
I must admit that when I read it I understood it as 'DM control'. That's what got the 'worst thing a DM can do' response.

Perhaps I misunderstood.

Basically, he's saying that when the being he has a pact with gets angry, he tells the warlock "You feel angry right now." It's then completely up to the player how he roleplays that. He can sulk in a corner. Yell at someone. Punch a wall. Seethe in silent anger. Bury it so no one knows. And on and on.

As I mentioned above, as there is an in game reason for that influence(like charm, etc.), and as the player had buy-in for it to be a part of this warlock, there's nothing bad about this idea.

I think you got triggered by the bad DM experience you mentioned and didn't fully take in what he was saying. ;)
 

smbakeresq

Explorer
To me, that doesn't look like exploiting the rules. Why would a player choose a background that gives abilities they don't want?

And how is it "powergaming" to choose proficiency in Perception? What skill choices aren't powergaming?

A4 is an interesting idea in the context of a game that emphasises PC equipment load outs and spell load outs as the main suites of player resources. So it was interesting in the context of classic D&D.

But there are a lot of approaches to RPGing in which the main action of play is not about managing those sorts of resources, and in which setting up a situation which is all about turning stalactites into makeshift spears is just tedious rather than fun play.

Seeing as the thread seems to have moved to a point where posters are expressing their views about what makes for good RPGing, I'll express mine.

I think that, while you may be right about the default way to approach RPGing, I think it tends to make for mediocre RPG experiences, and is the source of a lot of the conflict that I seem to read about on these boards between players and their referees.

Every decision a player makes about his/her PC - both in backstory, and in play - has implications for the wider gameworld. Eg if a player makes decisions about his/her PC's parentage, that is already determining that reproduction in the gameworld - both biological and social aspects - proceeds in ways similar to the real world. If a player declares as an action "I look for a secret door" that forces the GM to confront the question of the forms that architecture takes in the gameworld.

So if we start from a premise that the GM controls "everything else", we're setting ourselves on a direct course for conflict, railroading, "player entitlement", etc.

Similarly, if the GM is never allowed to tell a player how his/her PC feels unless a NPC uses a spell, huge swathes of fiction are precluded. When Frodo feels weary in Morder, that's not because Sauron cast an Emotion spell on him. When Lancelot feels passion for Guinevere, or - in the movie version - when Aragorn feels shame before Arwen about his human heritage - those aren't magical effects.

And it's hardly a feature of new-fangled systems that they allow for non-magical emotional consequences to occur to PCs. In Classic Traveller (1977) PCs are subject to morale checks. In the early 90s, when we player Rolemaster, either I as GM or the players for their PCs would call for rolls on the Depression critical table (RMC III) when a PC experienced some sort of trauma like the death of a loved one.

As I posted upthread, the heart of RPGing is collectively establishing a shared fiction, with the players contributing by declaring moves for and about their PCs. If everyone agrees with a proposal as to how the fiction changes ("I walk across the room and open the door") then lo-and-behold!, that's now true in the shared fiction. If there is some sort of contention, then the rules of the game tell us how to sort it out. If those rules give unilateral power to the GM, then it's not a game that I want to play, but let's be upfront about that and not pretend that the players also have some sacrosacnt sphere of power. But if the rules don't just say "GM fiat", then I can't see any way in which they're going to preserve some sort of "players control PCs, GM controls the world" demarcation.


Many good points. Let me start with this:

"Gamesmanship
is the use of dubious (although not technically illegal) methods to win or gain a serious advantage in a game or sport. It has been described as "Pushing the rules to the limit without getting caught, using whatever dubious methods possible to achieve the desired end". It may be inferred that the term derives from the idea of playing for the game (i.e., to win at any cost) as opposed to
sportsmanship
, which derives from the idea of playing for sport."


I posted in another thread but the idea is the same. There is this idea among some players that D&D is a competition, of which the only goal is to win, and gamesmanship is completely applicable. "Anything that gives my PC an advantage that is not specifically prohibited by the rules is fair game and necessary on my path to victory." We all see these people, the people who believe the "DM should be completely neutral and just follow the rules" but completely miss the long hold rule (and most other stuff that's bad for them) that its the DM call and its final. It isn't a competition, players don't "beat" the DM. Technically the DM never "wins:" if the group survives and finishes the adventures the DM played the losing side, if the DM kills them all the group has to start over (a loss for everyone) and if the DM miscalculates something and it results in a TPK the players say "What the hell was that?"

In addition, its not a "rule" but the PHB states in its "fluff" text "There’s no winning and losing in the D u n g e o n s & D r a g o n s game—at least, not the way those terms are usually understood. Together, the D M and the players create an exciting story of bold adventurers who confront deadly perils." To some it seems "I made a decision about my PC without any DM input and therefore the DM must allow it otherwise he is gaining an advantage on me to win." The DM is the director and set manager of a improv theatre, the players are all actors and assistant directors. Your DM isn't trying to beat you, he isn't the enemy, every single advantage isn't needed against the DM since the DM isn't against you. If a DM makes a decision adverse to your PC it isn't a slight, or insult, or the DM trying to get the upper-hand. This game is about sportsmanship:

"Sportsmanship
is an aspiration or ethos that a
sport
or activity will be enjoyed for its own sake, with proper consideration for
fairness
,
ethics
,
respect
, and a sense of
fellowship
with one's competitors."

How many times have you played and see the DM miss something that bad for your PC and you stepped in to remind the DM? For example you see the DM roll a single d20 and state "The giant attacks you, he misses" and the PC reminds the DM "Wait, that attack should have been with advantage due to my condition, you should roll twice." its a group game

What I see here in some cases is players MC to gain a perceived advantage in a competition that doesn't exist against an enemy that isn't there. If you want to optimize your PC go ahead, but remember from the PHB "Playing D&D is an exercise in collaborative creation." I understand that is not a "rule" as it is in the preface, but it is still relevant. If you come up with a great idea, the collaborate. If the DM doesn't see it your way he isn't trying to screw you.

Like I said I would allow and break MC rules for an MC idea as long as you have a good backstory and good idea on how it all fits together. I don't think players should think of a perfect mechanical, optimized build and then try to shoe horn a 5 minute backstory to justify something, especially if utterly resistant to all input from their DM. I am not against the hexblade builds at all (I don't think they are OP) what I am against is "I heard this build is great so I am going to play it and I don't care how its fits into the DMs world." In all these pages I have yet to see any really good ideas on the backstory and creation of the infamous hexblade/paladin builds, and in a specific thread on hexblade/paladin MC the author flatly stated they just don't care about any backstory or RP its all about the optimizing the power levels.

Arial Blacks idea was actually the closest to a plausible idea. The biggest problem I had was the Player is "in" on the PC deception, he knew from the beginning his PC was being deceived and tricked and used that to get the MC he wanted without any repercussions of course. To me that's like starting off as a Paladin and just planning your downfall without consulting your DM just so you can get into the Oathbreaker oath, which is DM controlled: "At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide." It seems to me the DM needs to be in on that from the very beginning, starting with "I want to try out the Oathbreaker option, what are the ideas that fit into the campaign so we can make this work for everyone."

Its mostly just stylistic differences, but to me its more important in a MC build, which is a big decision in a PC life. If you tell your DM in advance, he can have a triggering event that can help the class switch along and be plausible. As an example, look at Conan the Barbarian movie, he starts off as a Barbarian, gets captured and sold into slavery and then gets formal weapon training (dipping into fighter class) and then in his travels meets a witch who leads him to meet a rogue archer, who appears to teach him some roguish ways. There are myriad examples of this in literature and in peoples minds also.
 

5ekyu

Hero
"There is this idea among some players that D&D is a competition, of which the only goal is to win, and gamesmanship is completely applicable. "Anything that gives my PC an advantage that is not specifically prohibited by the rules is fair game and necessary on my path to victory." "

One of my opening schticks is "Don't come to this game seeing it as if you are competing with me. i am not competing with you. its not that type of game where i win if you lose. You should by all means have your characters compete with some of my characters. heck some of my characters are going to be trying to kill you, others to rob you, others to use you, others to get to what you are after first and others to just do stuff you do not want to see done. I also hope you will have your characters cooperate with some of my characters. Some will be trying to help you, others to hire you others will need you and so on. All those should be done in character and choices made that way. Which way you go is up to you."

"But, if you are looking for beating me then you are likely not going to be happy. Many of the "fights" wont be even matches. Some will be and some will be very tough. but a lot will be easier than "competitive" and others might be harder than "competitive" and hopefully you can choose the right ones at the right time in the right way."
 

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