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Arguments and assumptions against multi classing
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<blockquote data-quote="Salthorae" data-source="post: 7491049" data-attributes="member: 1095"><p>pming/5ekyu - I read your words here, but your own it seems willful mis-reading's of Aerial's explanation for why a non-nomadic tribal person has rage abilities doesn't jive with your words. He's not trying to create a "half" anything per his backstory. It's a story that gives rationale to his particular character having the ability to rage when he's not empowered by the spirits of a tribe or however you flavor rage in your game. </p><p></p><p>He's saying my dad turned into a werewolf when I was conceived, so I have rage and the attendant other barbarian abilities. And I spent my starting feat to gain "animalistic" senses aka Alertness. </p><p></p><p>That is a pretty unique set of circumstances that doesn't in anyway affect how normal barbarians work in your world. It could provide you as the DM a set of plot hooks to work with. Maybe his story gets out. Maybe there is an evil lycanthropic cult who hears about it and kidnaps the PC for experiments/torture. Maybe they try to re-create it and make a bunch of children they can raise in their beliefs that aren't tainted by the curse of lycanthropy but who have some bestial traits (rage/alertness). I only see that as making my job as DM easier. Unless you already have a railroad story you want to send the characters down that doesn't fit that. Then ignore any plot hooks this backstory generates. It only effects your game as much as you let it as the DM effect how things in your game work. Maybe it's not ANY different. Rage is an extension of the supernatural in your world, and animal totems are very tied to barbarian classes. Maybe it's the spirit of animals that grant in some small way the rage abilities, and in this case this PC is accessing those spirit animals (wolf) differently, but it's the same spirit and same rage. That is up to you as a DM. But I don't see your reading of Arial's backstory as "trying to work with a player" to integrate their PC/story into the game or world. </p><p></p><p> [MENTION=6799649]Arial Black[/MENTION] - that is a cool backstory and a great way to think up a "civilized" barbarian. I like that you took Alertness with your variant human feat for the flavor of it. I would absolutely allow that for my games. I would still reserve the right to revoke Divine (read Cleric/Druid/Paladin) abilities if a PC went against their God/Oaths/Nature. Of course I would discuss with player first or drop serious hints, and it wouldn't be for random or light things. But for heavy, continued, willful violation, absolutely.</p></blockquote><p></p>
[QUOTE="Salthorae, post: 7491049, member: 1095"] pming/5ekyu - I read your words here, but your own it seems willful mis-reading's of Aerial's explanation for why a non-nomadic tribal person has rage abilities doesn't jive with your words. He's not trying to create a "half" anything per his backstory. It's a story that gives rationale to his particular character having the ability to rage when he's not empowered by the spirits of a tribe or however you flavor rage in your game. He's saying my dad turned into a werewolf when I was conceived, so I have rage and the attendant other barbarian abilities. And I spent my starting feat to gain "animalistic" senses aka Alertness. That is a pretty unique set of circumstances that doesn't in anyway affect how normal barbarians work in your world. It could provide you as the DM a set of plot hooks to work with. Maybe his story gets out. Maybe there is an evil lycanthropic cult who hears about it and kidnaps the PC for experiments/torture. Maybe they try to re-create it and make a bunch of children they can raise in their beliefs that aren't tainted by the curse of lycanthropy but who have some bestial traits (rage/alertness). I only see that as making my job as DM easier. Unless you already have a railroad story you want to send the characters down that doesn't fit that. Then ignore any plot hooks this backstory generates. It only effects your game as much as you let it as the DM effect how things in your game work. Maybe it's not ANY different. Rage is an extension of the supernatural in your world, and animal totems are very tied to barbarian classes. Maybe it's the spirit of animals that grant in some small way the rage abilities, and in this case this PC is accessing those spirit animals (wolf) differently, but it's the same spirit and same rage. That is up to you as a DM. But I don't see your reading of Arial's backstory as "trying to work with a player" to integrate their PC/story into the game or world. [MENTION=6799649]Arial Black[/MENTION] - that is a cool backstory and a great way to think up a "civilized" barbarian. I like that you took Alertness with your variant human feat for the flavor of it. I would absolutely allow that for my games. I would still reserve the right to revoke Divine (read Cleric/Druid/Paladin) abilities if a PC went against their God/Oaths/Nature. Of course I would discuss with player first or drop serious hints, and it wouldn't be for random or light things. But for heavy, continued, willful violation, absolutely. [/QUOTE]
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