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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="smbakeresq" data-source="post: 7490957" data-attributes="member: 28301"><p>I have said this many times and still believe it’s the best way to go:</p><p></p><p>Session 0 is where the DM and the players sit down and role PC and design them right there to smooth out problems ahead of time and fit everything together. To me this is essential to alleviate many of the problems in this thread.</p><p></p><p>You can get all the fluff and stuff integrated right there. The “it’s my fluff so I control it” never happens, in addition to the DM the other players will say it’s over the top. Backgrounds and skills and tools can be coordinated right there with the DM, and class and MC choices can be put together with the group needs in mind.</p><p></p><p>At least when 4 of the 5 players show up with hexblade dips ready to go you save time asking for justification and backgrounds for each one individually. [emoji41]</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7490957, member: 28301"] I have said this many times and still believe it’s the best way to go: Session 0 is where the DM and the players sit down and role PC and design them right there to smooth out problems ahead of time and fit everything together. To me this is essential to alleviate many of the problems in this thread. You can get all the fluff and stuff integrated right there. The “it’s my fluff so I control it” never happens, in addition to the DM the other players will say it’s over the top. Backgrounds and skills and tools can be coordinated right there with the DM, and class and MC choices can be put together with the group needs in mind. At least when 4 of the 5 players show up with hexblade dips ready to go you save time asking for justification and backgrounds for each one individually. [emoji41] [/QUOTE]
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