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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7493532" data-attributes="member: 6919838"><p>I fall somewhere in the midfle in this way...</p><p></p><p>I feel some classes have fluff tied to mechanics and others do not. </p><p></p><p>There is no explicit statement in the PHB that says all classes are the same, so i see them as different.</p><p></p><p>Some classes come with baggage, some dont. Not all come with the same size baggage.</p><p></p><p>That will mean certain types of players, knowing that about my games, will tend to certain classes over others while other types might skew the other way.</p><p></p><p>I am fine with that. It is not my goal to dilute my campaign to the LCD of every class having all the same "flavors".</p><p></p><p>If you want to play a character with ties inside the class to other NPCs that really matter - cleric, warlock and others and some sub-classes will fit your bill as far as that goes. </p><p></p><p>If you want less of that there are plenty of other choices too. Fighter doesnt come with that kind of ties, neither does rogue or sorcerer. Others may fit that bill and sub-classes.</p><p></p><p>Backgrounds, races setting appropriate backstories can also tweak this dial but within parameters that make sense.</p><p></p><p>As i have said, i would draw the line at taking a class with baggage and just fluffing away the baggage as it creates a pretty big glaring break in the world works this way kind of sense.</p><p></p><p>So, i am likely not gonna appeal to certain player agency dialed to 11 types and thats just fine with me.</p><p></p><p>All i know is, the players i have had play the baggage classes/concepts have loved it and others who avoided them under other gms have tried it under me after seeing it in play.</p><p></p><p>So, i must be keeping my slavering under control.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7493532, member: 6919838"] I fall somewhere in the midfle in this way... I feel some classes have fluff tied to mechanics and others do not. There is no explicit statement in the PHB that says all classes are the same, so i see them as different. Some classes come with baggage, some dont. Not all come with the same size baggage. That will mean certain types of players, knowing that about my games, will tend to certain classes over others while other types might skew the other way. I am fine with that. It is not my goal to dilute my campaign to the LCD of every class having all the same "flavors". If you want to play a character with ties inside the class to other NPCs that really matter - cleric, warlock and others and some sub-classes will fit your bill as far as that goes. If you want less of that there are plenty of other choices too. Fighter doesnt come with that kind of ties, neither does rogue or sorcerer. Others may fit that bill and sub-classes. Backgrounds, races setting appropriate backstories can also tweak this dial but within parameters that make sense. As i have said, i would draw the line at taking a class with baggage and just fluffing away the baggage as it creates a pretty big glaring break in the world works this way kind of sense. So, i am likely not gonna appeal to certain player agency dialed to 11 types and thats just fine with me. All i know is, the players i have had play the baggage classes/concepts have loved it and others who avoided them under other gms have tried it under me after seeing it in play. So, i must be keeping my slavering under control. [/QUOTE]
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