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General Tabletop Discussion
*Dungeons & Dragons
Arguments and assumptions against multi classing
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<blockquote data-quote="TwoSix" data-source="post: 7496608" data-attributes="member: 205"><p>I don't really care about it when I DM, and my DMs trust me enough to let me run my characters in the flavor I like.</p><p></p><p>And as I said, my statement was purely about mechanical weight. There's no rules element in the game that's modified if the class you're playing is arcane or divine. In the DMG, for example, traditionally "divine" items like Staff of the Python are restricted by class specifically (cleric or druid only), not with reference to divine as a rules element.</p><p></p><p></p><p>Yea, fighter and rogue are generic enough to refluff easily, heavily flavored classes like paladin and warlock are more of a challenge. The PHB fluff is like the instructions in a Lego set. Sure, I can use it, or I can throw it away and build whatever I want with the pieces I've been given.</p><p></p><p></p><p></p><p>Well, I've only been playing for 28 years, so I guess I've missed pretty much everything. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And honestly, thinking that I can't be simultaneously interested in the mechanical aspects of the game AND the narrative aspects of the game is an example of your biases showing. My own RPG credo is very simple; "Play towards conflict." My characters have hooks. They have room to grow and change. If I see the DM offering a hook, I take it. If we're not sure what to do, I pick something and go towards it. Always be making story.</p><p></p><p></p><p>I've played very few modules over the years, I've usually made up my adventures from scratch. I'm not sure if that sounds up my alley, exploration and puzzle play is probably my least favorite aspect of D&D.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7496608, member: 205"] I don't really care about it when I DM, and my DMs trust me enough to let me run my characters in the flavor I like. And as I said, my statement was purely about mechanical weight. There's no rules element in the game that's modified if the class you're playing is arcane or divine. In the DMG, for example, traditionally "divine" items like Staff of the Python are restricted by class specifically (cleric or druid only), not with reference to divine as a rules element. Yea, fighter and rogue are generic enough to refluff easily, heavily flavored classes like paladin and warlock are more of a challenge. The PHB fluff is like the instructions in a Lego set. Sure, I can use it, or I can throw it away and build whatever I want with the pieces I've been given. Well, I've only been playing for 28 years, so I guess I've missed pretty much everything. :) And honestly, thinking that I can't be simultaneously interested in the mechanical aspects of the game AND the narrative aspects of the game is an example of your biases showing. My own RPG credo is very simple; "Play towards conflict." My characters have hooks. They have room to grow and change. If I see the DM offering a hook, I take it. If we're not sure what to do, I pick something and go towards it. Always be making story. I've played very few modules over the years, I've usually made up my adventures from scratch. I'm not sure if that sounds up my alley, exploration and puzzle play is probably my least favorite aspect of D&D. [/QUOTE]
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Arguments and assumptions against multi classing
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