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Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7493218" data-attributes="member: 6919838"><p>"my character is a cleric class character.</p><p>he once ate a magic carrot that gives him all the cleric stuff and no diety or church or code of conduct or gaols involved so i can do anything i want and no tithes no nothing.</p><p>You must include this in your world because it is fluff and nothing says i can't."</p><p></p><p>That changes the world.</p><p></p><p>It adds to the world another option that makes the entire set of cleric-divine choices seem quite a bit "questionable" and "dubious."</p><p></p><p>Same with "patrons as pets or slaves or powers-r-us vending machines"</p><p></p><p>For "following divine credo and advancing the wishes of my god grants me these favors" to make sense getting those favirs and powers for none of that cannot be the case. </p><p></p><p>if someone sells 10,000 sq foot homes built wherever you want to for same quality and time - but at no cost - then the bulk of the world buying the same for "50k" has to be seen in the world as stupid or odd or at best antiquated and on the way out.</p><p></p><p>The character is not in a white room vacuum packed but the character and those forces interacting with him are part of the world and whether that world is created by the GM or by a collaboration they benefit from making sense together - to whatever degree the players care.</p><p></p><p>To insist to me that your background and backstory and fluff doesn't have to have any tie-in or any effect on the world is definitely telling me "it should not have any imapct on the world" (so it wont figure into any storyline aspects presented and close to "my character shouldn't have any impact either" (since your character is a direct product of that backstory and fluff which you insist doesn't have to change anything.)</p><p></p><p>I do not normally seek players who want that much "meaninglessness" for their characters.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7493218, member: 6919838"] "my character is a cleric class character. he once ate a magic carrot that gives him all the cleric stuff and no diety or church or code of conduct or gaols involved so i can do anything i want and no tithes no nothing. You must include this in your world because it is fluff and nothing says i can't." That changes the world. It adds to the world another option that makes the entire set of cleric-divine choices seem quite a bit "questionable" and "dubious." Same with "patrons as pets or slaves or powers-r-us vending machines" For "following divine credo and advancing the wishes of my god grants me these favors" to make sense getting those favirs and powers for none of that cannot be the case. if someone sells 10,000 sq foot homes built wherever you want to for same quality and time - but at no cost - then the bulk of the world buying the same for "50k" has to be seen in the world as stupid or odd or at best antiquated and on the way out. The character is not in a white room vacuum packed but the character and those forces interacting with him are part of the world and whether that world is created by the GM or by a collaboration they benefit from making sense together - to whatever degree the players care. To insist to me that your background and backstory and fluff doesn't have to have any tie-in or any effect on the world is definitely telling me "it should not have any imapct on the world" (so it wont figure into any storyline aspects presented and close to "my character shouldn't have any impact either" (since your character is a direct product of that backstory and fluff which you insist doesn't have to change anything.) I do not normally seek players who want that much "meaninglessness" for their characters. [/QUOTE]
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