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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="Kobold Boots" data-source="post: 7488635" data-attributes="member: 92239"><p>To me, this sort of thing is entirely dependent on the game system you're using as it grants you the lens to look through the world at.</p><p></p><p>With D&D players tend to look at their characters as "class first" that's not to say that there aren't people who put together great backstories and concepts, the rules as written just shoehorn you into a certain point of view.</p><p></p><p>Now lets say just as an example, you end up playing rolemaster, where it's damn near impossible to navigate the rules system until you know what story lens the GM tells you to look at the world through, then tells you to come up with your backstory and develop your character first, based on the story and then only spend on things that don't fit the story if you can afford them.</p><p></p><p>Now neither game is better than the other, and certainly one is more financially successful, but the system sort of creates the arguments you're going to have. You can certainly play either game either way if you just tell your players up front that the only time you care about "class" as a story element is at character generation.</p><p></p><p>Then the Sorlock or Lockadin doesn't matter, it just is.</p><p></p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7488635, member: 92239"] To me, this sort of thing is entirely dependent on the game system you're using as it grants you the lens to look through the world at. With D&D players tend to look at their characters as "class first" that's not to say that there aren't people who put together great backstories and concepts, the rules as written just shoehorn you into a certain point of view. Now lets say just as an example, you end up playing rolemaster, where it's damn near impossible to navigate the rules system until you know what story lens the GM tells you to look at the world through, then tells you to come up with your backstory and develop your character first, based on the story and then only spend on things that don't fit the story if you can afford them. Now neither game is better than the other, and certainly one is more financially successful, but the system sort of creates the arguments you're going to have. You can certainly play either game either way if you just tell your players up front that the only time you care about "class" as a story element is at character generation. Then the Sorlock or Lockadin doesn't matter, it just is. KB [/QUOTE]
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Arguments and assumptions against multi classing
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