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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: 7492333" data-attributes="member: 6775031"><p>When I create a new setting, one of the very first questions that I answer involves the fundamental nature of magic. And one of my typical rules for magic is that it can only be meaningfully directed by an intelligent force. If lycanthropy is a thing in such a world (which is a decision that comes up much later in the process), then it's the result of a directed curse with a very specific intent. The idea that such a curse could be diluted through normal biological processes might be hard to reconcile with that. It would be like trying to copy a computer program that was still in the process of downloading; instead of getting a partially-functional program, it's simply not going to compile.</p><p></p><p>And the thing is, I've been working on my campaign setting for at least a month, before I even think about advertising to find some players. If one of those players insists on playing a character that would force me to go back to the start and re-evaluate the fundamental nature of magic, then kicking out that player is a better solution for the entire group than putting the campaign on hold for a week while I re-evaluate the whole chain of causality - especially since the result would be a setting that I'm not terribly excited about running.</p><p></p><p>(Alternatively, I may have decided that magic is a chaotic and unpredictable force of nature, so unique cases happen all the time. In that case, the character would fit right in.)</p><p>As the DM, I have created an entire world for you to play in. There are literally an infinite number of characters that you could make, who would fit into that world. Why would you then insist on playing something outside of that? Why, when I tell you that the setting is pseudo-Medieval Europe, would you insist on playing a displaced cyber-ninja?</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7492333, member: 6775031"] When I create a new setting, one of the very first questions that I answer involves the fundamental nature of magic. And one of my typical rules for magic is that it can only be meaningfully directed by an intelligent force. If lycanthropy is a thing in such a world (which is a decision that comes up much later in the process), then it's the result of a directed curse with a very specific intent. The idea that such a curse could be diluted through normal biological processes might be hard to reconcile with that. It would be like trying to copy a computer program that was still in the process of downloading; instead of getting a partially-functional program, it's simply not going to compile. And the thing is, I've been working on my campaign setting for at least a month, before I even think about advertising to find some players. If one of those players insists on playing a character that would force me to go back to the start and re-evaluate the fundamental nature of magic, then kicking out that player is a better solution for the entire group than putting the campaign on hold for a week while I re-evaluate the whole chain of causality - especially since the result would be a setting that I'm not terribly excited about running. (Alternatively, I may have decided that magic is a chaotic and unpredictable force of nature, so unique cases happen all the time. In that case, the character would fit right in.) As the DM, I have created an entire world for you to play in. There are literally an infinite number of characters that you could make, who would fit into that world. Why would you then insist on playing something outside of that? Why, when I tell you that the setting is pseudo-Medieval Europe, would you insist on playing a displaced cyber-ninja? [/QUOTE]
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