Warpiglet
Adventurer
My problem is not with restrictions per se. I think it is absolutely within the DM's right to craft a world. If a DM said "no multiclassing" I would shrug and make a single classed character.
What I object to is the idea that the fluff cannot be modified for fear of the destruction of absolutely essential archetypes (or worse yet, that the very spirit of the game demands single classing)!
First, look at some of the sub classes! Looks like some fighters can learn magic and some clerics can swing greatswords. But if I take a life cleric with a level of fighter it suddenly makes the game impure? I have destroyed the archetype because I now have second wind? Even if I take acolyte background and was a temple guard who manifested clerical magic a few hundred experience later?
Let's call things like they are. The spirit of the game is not violated with multiclassing per se. It has almost always existed (well, for 4.5 decades anyway). Banning multiclassing or only partially banning multiclassing is a PREFERENCE only. It is as valid as any other, but the basic tenets of the game are not violated by the inclusion of this now optional rule.
The other thing I object to is saying certain fluff is meant for modification or reflavoring and some is too sacred (as in you are cheating if you do so). Again this is PREFERENCE without any more validity than another. Some people selectively quote the books to show how "it has to be." Unless it is an actual game balancing issue, why must this be so? I don't think it has to be this way. As DM, my player's have been pretty easy to deal with. I have one character with three classes and his idea was forged by both mechanical as well as flavor related elements.
As a player, I often have an image in mind and look for ways to make it happen in an effective way. If I multiclass I either take a feat, background or both to telegraph my interest in a new class from level one because I see characters as integrated wholes and not "class levels."
What I object to is the idea that the fluff cannot be modified for fear of the destruction of absolutely essential archetypes (or worse yet, that the very spirit of the game demands single classing)!
First, look at some of the sub classes! Looks like some fighters can learn magic and some clerics can swing greatswords. But if I take a life cleric with a level of fighter it suddenly makes the game impure? I have destroyed the archetype because I now have second wind? Even if I take acolyte background and was a temple guard who manifested clerical magic a few hundred experience later?
Let's call things like they are. The spirit of the game is not violated with multiclassing per se. It has almost always existed (well, for 4.5 decades anyway). Banning multiclassing or only partially banning multiclassing is a PREFERENCE only. It is as valid as any other, but the basic tenets of the game are not violated by the inclusion of this now optional rule.
The other thing I object to is saying certain fluff is meant for modification or reflavoring and some is too sacred (as in you are cheating if you do so). Again this is PREFERENCE without any more validity than another. Some people selectively quote the books to show how "it has to be." Unless it is an actual game balancing issue, why must this be so? I don't think it has to be this way. As DM, my player's have been pretty easy to deal with. I have one character with three classes and his idea was forged by both mechanical as well as flavor related elements.
As a player, I often have an image in mind and look for ways to make it happen in an effective way. If I multiclass I either take a feat, background or both to telegraph my interest in a new class from level one because I see characters as integrated wholes and not "class levels."