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General Tabletop Discussion
*Dungeons & Dragons
Arguments and assumptions against multi classing
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<blockquote data-quote="FrogReaver" data-source="post: 7494549" data-attributes="member: 6795602"><p>Not at all. There is no rule in 5e that says what character creation options are available for a given campaign.</p><p></p><p></p><p></p><p>That's not the best way to word it. Mechanics and concepts map to one another. Adding mechanical options usually just changes some of the mappings (but not always). </p><p></p><p>So you can keep the concept of strongest and hardest to physically kill. It's just that concept maps to a barbarian now.</p><p>Likewise you have eliminated the concept of strongest and hardest to physically kill from the fighter class due to it's mechanics no longer respresenting that in the game world.</p><p></p><p>As such you have created new and interesting mechanics with the barbarian class with the result of lowering the number of concepts the fighter class mapped to.</p><p></p><p></p><p></p><p>If the group has agreed to use the PHB point buy only then that player upon explanation would realize his error and instead keep his character and modify his class concept or keep his class concept and change to the barbarian class. Either would be acceptable. In the situation you describe the game rules were already set out and there was a misunderstanding. Since he was the one in error he needs to be the one to adapt and make the game work.</p><p></p><p></p><p></p><p>I've already elaborated why it's a perfectly rational position. Calling it irrational now serves no purpose other than to inflame.</p><p></p><p></p><p></p><p>Actually... player two can most likely keep their concept they would just have to map it appropriately in a game without whatever class they were originally going to take. What they couldn't have is whatever mechanics that class provided to go along with that concept. </p><p></p><p>Kind of like how player 1 can keep his concept and change classes to one that better suits his concept if more are allowed but won't get to have whatever set of mechanics his original class choice provided to go along with the concept.</p><p></p><p></p><p></p><p>Player 1's preference is the same as player 2's. They both want to play a specific character concept with a specific set of mechanics.</p><p></p><p>(Yes I know I've slightly changed definition of concept in this elaboration as I didn't really have a better word. Concept definition 1 = class and identity intertwined. Concept definition 2 = identity apart from class.)</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7494549, member: 6795602"] Not at all. There is no rule in 5e that says what character creation options are available for a given campaign. That's not the best way to word it. Mechanics and concepts map to one another. Adding mechanical options usually just changes some of the mappings (but not always). So you can keep the concept of strongest and hardest to physically kill. It's just that concept maps to a barbarian now. Likewise you have eliminated the concept of strongest and hardest to physically kill from the fighter class due to it's mechanics no longer respresenting that in the game world. As such you have created new and interesting mechanics with the barbarian class with the result of lowering the number of concepts the fighter class mapped to. If the group has agreed to use the PHB point buy only then that player upon explanation would realize his error and instead keep his character and modify his class concept or keep his class concept and change to the barbarian class. Either would be acceptable. In the situation you describe the game rules were already set out and there was a misunderstanding. Since he was the one in error he needs to be the one to adapt and make the game work. I've already elaborated why it's a perfectly rational position. Calling it irrational now serves no purpose other than to inflame. Actually... player two can most likely keep their concept they would just have to map it appropriately in a game without whatever class they were originally going to take. What they couldn't have is whatever mechanics that class provided to go along with that concept. Kind of like how player 1 can keep his concept and change classes to one that better suits his concept if more are allowed but won't get to have whatever set of mechanics his original class choice provided to go along with the concept. Player 1's preference is the same as player 2's. They both want to play a specific character concept with a specific set of mechanics. (Yes I know I've slightly changed definition of concept in this elaboration as I didn't really have a better word. Concept definition 1 = class and identity intertwined. Concept definition 2 = identity apart from class.) [/QUOTE]
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Arguments and assumptions against multi classing
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