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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="The Crimson Binome" data-source="post: 7489612" data-attributes="member: 6775031"><p>False. That was only true of 4E. In 5E, as in every other edition, the game mechanics are inextricably tied to the fluff. The DM is free to create their own fluff, and can use the existing game mechanics as guidelines for how to do so, but that's an aspect of setting creation in which the players are not involved (unless it's by the DM's request, which goes beyond the purview of setting creation as described in the DMG).</p><p></p><p>If a player shows up at a game with a warlock whose pact does not work as the DM tells them it does, then the player needs to fix their character in order to better fit with the world.</p><p>Much of the conflict can be resolved as long as everyone is playing in good faith. </p><p></p><p>When it comes to some element of the setting that's vague or poorly-defined, then it's up to the DM to clarify that, because the DM is the absolute authority on how their setting works. They need to know literally everything about their world, in case some question comes up that they need to answer, and their word is the only one that matters. Players do not have the authority to establish facts about how the world works; players can only make decisions for their own character. If a player interprets an Oath (or Pact, or whatever) in a manner contrary to how the DM interprets it, then the player has made an honest mistake, and should work with the DM to resolve the conflict. That could mean playing a different character, or it could mean that this one player character works differently from everyone else in the setting (maybe they really are unique, but people might take notice, and there may be consequences).</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7489612, member: 6775031"] False. That was only true of 4E. In 5E, as in every other edition, the game mechanics are inextricably tied to the fluff. The DM is free to create their own fluff, and can use the existing game mechanics as guidelines for how to do so, but that's an aspect of setting creation in which the players are not involved (unless it's by the DM's request, which goes beyond the purview of setting creation as described in the DMG). If a player shows up at a game with a warlock whose pact does not work as the DM tells them it does, then the player needs to fix their character in order to better fit with the world. Much of the conflict can be resolved as long as everyone is playing in good faith. When it comes to some element of the setting that's vague or poorly-defined, then it's up to the DM to clarify that, because the DM is the absolute authority on how their setting works. They need to know literally everything about their world, in case some question comes up that they need to answer, and their word is the only one that matters. Players do not have the authority to establish facts about how the world works; players can only make decisions for their own character. If a player interprets an Oath (or Pact, or whatever) in a manner contrary to how the DM interprets it, then the player has made an honest mistake, and should work with the DM to resolve the conflict. That could mean playing a different character, or it could mean that this one player character works differently from everyone else in the setting (maybe they really are unique, but people might take notice, and there may be consequences). [/QUOTE]
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