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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="Maxperson" data-source="post: 7494563" data-attributes="member: 23751"><p>Street urchin has meaning, yes.</p><p></p><p></p><p></p><p>I've never seen one start lower than 14, and usually higher than that. They also usually get even stronger with stat increases. Lastly, even if you stay at 14, you will have an 18 when you hit 20th level, have advantage on strength checks and saves while raging, and be unable to fail to have at least a 14 on strength checks(18 when 20th level). Even if the score is 14, those extra abilities give you more "strength" than normal people who can fail to roll equal to their strength and don't have advantage on those checks when they get angry. </p><p></p><p></p><p></p><p>Adventurers typically start young</p><p></p><p></p><p></p><p>First, I would help the player create a Street Tough background. A Street Tough is not an Urchin. Second, I would work with the player to see whether he is just cludging barbarian into his concept because some of the abilities fit the concept. Often there are better ways to get to the concept that the player hasn't thought of. Third, there's often a way to tweak the background, which while it includes the mechanical background choice, is the entirety of the character's background from birth on up. If the PC had been captured from a barbarian tribe at a young age and brought to the city, he could have the Street Tough background and be a barbarian. There is almost always a way to make something work. I almost never have to ask a player not to play a character. In fact, I can't think of the last time it happened. Would have been more than 10-15 years ago at the very least.</p><p></p><p>Well, I'd think that athletics or intimidation would be better to represent a Street Tough than sleight of hand would.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7494563, member: 23751"] Street urchin has meaning, yes. I've never seen one start lower than 14, and usually higher than that. They also usually get even stronger with stat increases. Lastly, even if you stay at 14, you will have an 18 when you hit 20th level, have advantage on strength checks and saves while raging, and be unable to fail to have at least a 14 on strength checks(18 when 20th level). Even if the score is 14, those extra abilities give you more "strength" than normal people who can fail to roll equal to their strength and don't have advantage on those checks when they get angry. Adventurers typically start young First, I would help the player create a Street Tough background. A Street Tough is not an Urchin. Second, I would work with the player to see whether he is just cludging barbarian into his concept because some of the abilities fit the concept. Often there are better ways to get to the concept that the player hasn't thought of. Third, there's often a way to tweak the background, which while it includes the mechanical background choice, is the entirety of the character's background from birth on up. If the PC had been captured from a barbarian tribe at a young age and brought to the city, he could have the Street Tough background and be a barbarian. There is almost always a way to make something work. I almost never have to ask a player not to play a character. In fact, I can't think of the last time it happened. Would have been more than 10-15 years ago at the very least. Well, I'd think that athletics or intimidation would be better to represent a Street Tough than sleight of hand would. [/QUOTE]
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Arguments and assumptions against multi classing
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