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Abusable character?
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<blockquote data-quote="Peni Griffin" data-source="post: 3759752" data-attributes="member: 50322"><p>Funnily enough, I was just thinking today that, though I don't normally multiclass, it might be worthwhile sometime to run a cleric of a god with the magic domain and multiclass with either wizard or sorcerer, so I could have a familiar deliver healing spells at range. (No, I haven't checked yet to see if that's a viable use of the familiar in the RAW - I don't carry the books to work. I bet I could sell anybody who's likely to DM me on it, though.) Whether wizard or sorcerer, and whether the class was a dip or a commitment, would depend on the character concept. Multiclassing with wizard makes sense for a cleric of Boccob, for example, and gives me Scribe Scroll for free, but almost requires a character who advances in both classes equally, while multiclassing with sorcerer calls for a whole different backstory and approach and makes more sense for a dip class - the natural arcane caster who got religion. If I am ever in the position of being the party's only caster, I will almost certainly do this, as the combo would be flexible and extraordinarily valuable to the party.</p><p></p><p>Anyway, the problem, dear Brutus, is not in the character but in the player. I believe I have said elsewhere on the board that I've known players who could be effective running a first-level commoner and players who couldn't accomplish a thing with a 20/20/20 fighter/rogue/wizard with maxed stats and twice the recommended daily allowance of magic items. The same holds with character/rules abuse. If the player likes to push the rules, scrape for advantage, and wheedle things out of the DM, he'll find ways to do so with the simplest character concept you can force on him.</p><p></p><p>That being the case, it is in the nature of this sort of player to come up with off-the-wall things that no one can predict. If he's like that, our advice here can only prepare you for his simplest inspirations. If he's really your friend, though, when you look him in the eye and say: "Look, I know you like milking the rules, but don't push it, 'cause that spoils it for me," then whenever he starts to exceed your comfort level, and you tell him he's starting to push it, he'll back off - at least he will if you've accommodated his play style as far as you comfortably can. You won't get anywhere by going for the automatic "no," which will only make him feel picked on.</p><p></p><p>If he's really bad at seeing how his actions affect you, you may have to throw a tantrum at him once. It sucks, but this works on some people when nothing else will. (I wish I didn't know this.) If it looks like it's getting bad - if the thought of DMing him makes your stomach hurt or your hands tremble, or you brace yourself against mental pain every time he pipes up with "Oh, I had this idea," I suggest throwing your temper away in a controlled manner at an opportune time so it doesn't break out uncontrollably in the middle of game.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3759752, member: 50322"] Funnily enough, I was just thinking today that, though I don't normally multiclass, it might be worthwhile sometime to run a cleric of a god with the magic domain and multiclass with either wizard or sorcerer, so I could have a familiar deliver healing spells at range. (No, I haven't checked yet to see if that's a viable use of the familiar in the RAW - I don't carry the books to work. I bet I could sell anybody who's likely to DM me on it, though.) Whether wizard or sorcerer, and whether the class was a dip or a commitment, would depend on the character concept. Multiclassing with wizard makes sense for a cleric of Boccob, for example, and gives me Scribe Scroll for free, but almost requires a character who advances in both classes equally, while multiclassing with sorcerer calls for a whole different backstory and approach and makes more sense for a dip class - the natural arcane caster who got religion. If I am ever in the position of being the party's only caster, I will almost certainly do this, as the combo would be flexible and extraordinarily valuable to the party. Anyway, the problem, dear Brutus, is not in the character but in the player. I believe I have said elsewhere on the board that I've known players who could be effective running a first-level commoner and players who couldn't accomplish a thing with a 20/20/20 fighter/rogue/wizard with maxed stats and twice the recommended daily allowance of magic items. The same holds with character/rules abuse. If the player likes to push the rules, scrape for advantage, and wheedle things out of the DM, he'll find ways to do so with the simplest character concept you can force on him. That being the case, it is in the nature of this sort of player to come up with off-the-wall things that no one can predict. If he's like that, our advice here can only prepare you for his simplest inspirations. If he's really your friend, though, when you look him in the eye and say: "Look, I know you like milking the rules, but don't push it, 'cause that spoils it for me," then whenever he starts to exceed your comfort level, and you tell him he's starting to push it, he'll back off - at least he will if you've accommodated his play style as far as you comfortably can. You won't get anywhere by going for the automatic "no," which will only make him feel picked on. If he's really bad at seeing how his actions affect you, you may have to throw a tantrum at him once. It sucks, but this works on some people when nothing else will. (I wish I didn't know this.) If it looks like it's getting bad - if the thought of DMing him makes your stomach hurt or your hands tremble, or you brace yourself against mental pain every time he pipes up with "Oh, I had this idea," I suggest throwing your temper away in a controlled manner at an opportune time so it doesn't break out uncontrollably in the middle of game. [/QUOTE]
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