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Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7493078" data-attributes="member: 6919838"><p>A few things...</p><p></p><p>obviously campaigns differ. they have different degrees of intensity and attention to detail etc. they have different pacings. So as far as some of those above...</p><p></p><p>Short rest every fight - i can certainly see a campaign style where short rests or even long rests occur after **nearly** every fight if not all (whether or not that counts as "known" to the PCs or not.) It also depends on how one differentiates a single fight from an extended encounter. A classic cyberpunk style campaign is the "Blue Light Special" where the PCs are emergency rescue teams for eithe rhigh paying clients or part of a government outfit. They get a "code red" from a high price client, jet into the fray, extract their client and get back to base. That sets up the vast majority of their outings as one-and-done. </p><p></p><p>In such a campaign there would be obviously some times things get more complicated but for the vast majority of cases where they aren't the Gm would adjust his encounter balance efforts to take into account the "fully loaded - no hold back" aspects. </p><p></p><p><strong>So, every one or every two or every three or two per long rest in a set of 6-8 are all just baselines that provide a consitent benchmark to help with the balancing - not right or wrong or RAW or non-RAW. Campaigns and groups define the game, not the other way around.</strong></p><p><strong></strong></p><p>Mounts, warhorses, pets and other considerations...</p><p></p><p>Just two sessions ago in the weekly game i play in our group had our horses killed and our wagons stolen when four "gruesomes" (my PCs named for this homebrew monster type of my Gm) rolled into our caravan in thew hills and rolled us up pretty solidly so that we barely made it out with the gear on our backs and most of the PCs. they went for the horses first, since they were big enough to pull the wagons and that kept us from riding any of the wagons away. (For all of 5e's style of not so nitpicky about logistics (see spell component pouch and other examples) they really missed the boat by not including a first level equivalent of a "mount spell" for something as simple as routine travel needs.) </p><p></p><p>other campaigns i have seen "we tie the horse up outside the delve" and even days later when we come back out of the dungeon the horses are still there and we can begin the trek thru wandering monsters back to the city.</p><p></p><p>I once started in a supers campaign where the session started at the "scene of the criris" and (as it was explained to me) "that roleplaying part of *sitting in your secret ID at work and how fast do you get here when the alarm* we skip that now to save time" and that is not so much different from older days when "session starts at dungeon door" was not all that rare a bird. i did not stay with that particular supers campaign after the one session as it wasn't what i was after, but they had a blast and it lasted quite a while if i recall.</p><p></p><p>mechanically speaking...</p><p></p><p>lance</p><p>pro - 1d12 damage + reach</p><p>con - two handed unless nounted, disadvantage within 5' (tyhe most common melee range)</p><p></p><p>greataxe</p><p>pro 1d12 damage</p><p>con - heavy and two handed.</p><p></p><p>scratching my head to see how those are particularly any sort of majorly screwed between each other balance-wise. </p><p></p><p>Quick scan of mounted combat - dont see any special "add to lance" rules.</p><p></p><p>So, those two do not seem to me to be tragically imbalanced with each other. Do not see why a halfling wouldn't have access to a lance that can be used.</p><p></p><p>So maybe there is a problem with some class features causing whatever imbalance is believed to exist or a feat causing the imbalance but thats a horse of another color.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7493078, member: 6919838"] A few things... obviously campaigns differ. they have different degrees of intensity and attention to detail etc. they have different pacings. So as far as some of those above... Short rest every fight - i can certainly see a campaign style where short rests or even long rests occur after **nearly** every fight if not all (whether or not that counts as "known" to the PCs or not.) It also depends on how one differentiates a single fight from an extended encounter. A classic cyberpunk style campaign is the "Blue Light Special" where the PCs are emergency rescue teams for eithe rhigh paying clients or part of a government outfit. They get a "code red" from a high price client, jet into the fray, extract their client and get back to base. That sets up the vast majority of their outings as one-and-done. In such a campaign there would be obviously some times things get more complicated but for the vast majority of cases where they aren't the Gm would adjust his encounter balance efforts to take into account the "fully loaded - no hold back" aspects. [B]So, every one or every two or every three or two per long rest in a set of 6-8 are all just baselines that provide a consitent benchmark to help with the balancing - not right or wrong or RAW or non-RAW. Campaigns and groups define the game, not the other way around. [/B] Mounts, warhorses, pets and other considerations... Just two sessions ago in the weekly game i play in our group had our horses killed and our wagons stolen when four "gruesomes" (my PCs named for this homebrew monster type of my Gm) rolled into our caravan in thew hills and rolled us up pretty solidly so that we barely made it out with the gear on our backs and most of the PCs. they went for the horses first, since they were big enough to pull the wagons and that kept us from riding any of the wagons away. (For all of 5e's style of not so nitpicky about logistics (see spell component pouch and other examples) they really missed the boat by not including a first level equivalent of a "mount spell" for something as simple as routine travel needs.) other campaigns i have seen "we tie the horse up outside the delve" and even days later when we come back out of the dungeon the horses are still there and we can begin the trek thru wandering monsters back to the city. I once started in a supers campaign where the session started at the "scene of the criris" and (as it was explained to me) "that roleplaying part of *sitting in your secret ID at work and how fast do you get here when the alarm* we skip that now to save time" and that is not so much different from older days when "session starts at dungeon door" was not all that rare a bird. i did not stay with that particular supers campaign after the one session as it wasn't what i was after, but they had a blast and it lasted quite a while if i recall. mechanically speaking... lance pro - 1d12 damage + reach con - two handed unless nounted, disadvantage within 5' (tyhe most common melee range) greataxe pro 1d12 damage con - heavy and two handed. scratching my head to see how those are particularly any sort of majorly screwed between each other balance-wise. Quick scan of mounted combat - dont see any special "add to lance" rules. So, those two do not seem to me to be tragically imbalanced with each other. Do not see why a halfling wouldn't have access to a lance that can be used. So maybe there is a problem with some class features causing whatever imbalance is believed to exist or a feat causing the imbalance but thats a horse of another color. [/QUOTE]
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