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Ability Score Requeriments for Multiclassing, yay or nay?
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<blockquote data-quote="Jester David" data-source="post: 6187141" data-attributes="member: 37579"><p>There will always be pluses and minuses to house rules.</p><p></p><p>Super high ACs tend to be rare in 5e, but if it was problematic you could lower AC by a small amount. But I don't see it being that bad as you can easily get bonuses of +3 to +5, so a 19 requires around a 15, hard but doable. But as there's a bell curve, AC of 11-14 will be hit much more reliably.</p><p></p><p>As for advantage, that highlights one of the ways 5e is pro modularity. The rules define advantage and disadvantage and then everything else just references the two keywords. So you can change Adv/Dis in your game. </p><p>Don't like rolling twice, make it a flat +/-5. Changing the d20 to 3d6, change each instance of advantage into adding a d6 to your pool and disadvantage taking away a d6 (you could potentially allow stacking with that rule). </p><p></p><p></p><p>The potential <a href="https://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20080430a" target="_blank">abuse and dipping</a> was one of the big reasons they went with feats for 4e, and why the designers were so nerf happy for hybrids, often trying to avoid abuse so hard they rendered options awkward. </p><p>The specter of 3e multiclassing haunted that entire edition.</p><p>So, yeah, it can be abused.w</p><p></p><p>Right now you can dip to get free weapon and armour proficiencies, and new save proficiencies. Since everyone uses the same chart you can dip into a single class and have good saves from then on. </p><p>A wizard can go a single level of cleric and not even lose spellcasting. One level and she gets all the 1st level cleric spells and can rock as a healer until endgame, plus the ability to cast in heavy armour, double your saves, etc. Nice bonus with the only cost being the level 20 capstone most campaigns won't reach to lose. Why would you not?</p></blockquote><p></p>
[QUOTE="Jester David, post: 6187141, member: 37579"] There will always be pluses and minuses to house rules. Super high ACs tend to be rare in 5e, but if it was problematic you could lower AC by a small amount. But I don't see it being that bad as you can easily get bonuses of +3 to +5, so a 19 requires around a 15, hard but doable. But as there's a bell curve, AC of 11-14 will be hit much more reliably. As for advantage, that highlights one of the ways 5e is pro modularity. The rules define advantage and disadvantage and then everything else just references the two keywords. So you can change Adv/Dis in your game. Don't like rolling twice, make it a flat +/-5. Changing the d20 to 3d6, change each instance of advantage into adding a d6 to your pool and disadvantage taking away a d6 (you could potentially allow stacking with that rule). The potential [URL="https://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20080430a"]abuse and dipping[/URL] was one of the big reasons they went with feats for 4e, and why the designers were so nerf happy for hybrids, often trying to avoid abuse so hard they rendered options awkward. The specter of 3e multiclassing haunted that entire edition. So, yeah, it can be abused.w Right now you can dip to get free weapon and armour proficiencies, and new save proficiencies. Since everyone uses the same chart you can dip into a single class and have good saves from then on. A wizard can go a single level of cleric and not even lose spellcasting. One level and she gets all the 1st level cleric spells and can rock as a healer until endgame, plus the ability to cast in heavy armour, double your saves, etc. Nice bonus with the only cost being the level 20 capstone most campaigns won't reach to lose. Why would you not? [/QUOTE]
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Ability Score Requeriments for Multiclassing, yay or nay?
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