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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Li Shenron" data-source="post: 6973628" data-attributes="member: 1465"><p>Multiclassing rules, while being the best ever, are incorrectly designed, because of some unneeded extra complications that have no benefit, and instead introduce imbalances between characters with the same combination of classes taken in different orders.</p><p></p><p>This is a bad thing because it increases complexity for zero benefits. The presumed benefit is to discourage level-dipping, too-good combos (of classes with wide differences), and excessive multiclassing. None of them are actually significantly prevented by the current rules.</p><p></p><p>Fortunately, the wrong in the multiclassing rules can be narrowed down to two specific areas: prerequisites and proficiencies. </p><p></p><p>Prerequisites are moot. They are simply so low compared with the typical scores of 5e PCs, that they will practically never prevent a powergamer to multiclass the way they want. If anything, they might stop a casual gamer to create a legitimate character that would never be a problem in the game. </p><p></p><p>In addition, because of these prerequisites:</p><p>- you are allowed to play a single class Wizard with 3 Intelligence </p><p>- but you are disallowed to play a multiclass Wizard with 12 Intelligence if you didn't start as a Wizard</p><p>- but you are allowed to play a multiclass Wizard with 3 Intelligence if you didn't start as a Wizard</p><p>This sort of thing is simply an insult to reason.</p><p></p><p>Proficiencies restrictions follow ad-hoc rules for each class, which is already clunky and slow, but their main problem is that they are supposed to prevent exploiting some combos (such as a Wizard taking a level of Fighter for the armor proficiencies), but they end up not preventing it at all (just take the Fighter level first). Once again, this is plain dumb design.</p><p></p><p></p><p></p><p>The solution is simple:</p><p></p><p>- Remove multiclassing prerequisites</p><p>- Let all equipment (weapons, armors, shields, tools) proficiencies from all classes stack</p><p>- Let skill proficiencies from all classes overlap in number</p><p></p><p>The last one means that a multiclass character will always have as many skill proficiencies as the class of hers which has the most. For example, a multiclass Rogue always has 4 skill proficiencies, a multiclass Bard or Ranger always has 3.</p><p></p><p><em>Optionally</em>, you can allow retraining of skills, so that a character can give up a proficiency from her earlier classes in exchange for a proficiency from the new class list (this can help the narrative representation, e.g. a Fighter becoming a Wizard would not increase the number of skills, but could choose to give up Athletics in exchange for Arcana to better represent the character concept).</p><p></p><p>These rules are simpler, do not prevent legitimate character concepts anymore, and do not create characters of different power depending on the order of the classes.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6973628, member: 1465"] Multiclassing rules, while being the best ever, are incorrectly designed, because of some unneeded extra complications that have no benefit, and instead introduce imbalances between characters with the same combination of classes taken in different orders. This is a bad thing because it increases complexity for zero benefits. The presumed benefit is to discourage level-dipping, too-good combos (of classes with wide differences), and excessive multiclassing. None of them are actually significantly prevented by the current rules. Fortunately, the wrong in the multiclassing rules can be narrowed down to two specific areas: prerequisites and proficiencies. Prerequisites are moot. They are simply so low compared with the typical scores of 5e PCs, that they will practically never prevent a powergamer to multiclass the way they want. If anything, they might stop a casual gamer to create a legitimate character that would never be a problem in the game. In addition, because of these prerequisites: - you are allowed to play a single class Wizard with 3 Intelligence - but you are disallowed to play a multiclass Wizard with 12 Intelligence if you didn't start as a Wizard - but you are allowed to play a multiclass Wizard with 3 Intelligence if you didn't start as a Wizard This sort of thing is simply an insult to reason. Proficiencies restrictions follow ad-hoc rules for each class, which is already clunky and slow, but their main problem is that they are supposed to prevent exploiting some combos (such as a Wizard taking a level of Fighter for the armor proficiencies), but they end up not preventing it at all (just take the Fighter level first). Once again, this is plain dumb design. The solution is simple: - Remove multiclassing prerequisites - Let all equipment (weapons, armors, shields, tools) proficiencies from all classes stack - Let skill proficiencies from all classes overlap in number The last one means that a multiclass character will always have as many skill proficiencies as the class of hers which has the most. For example, a multiclass Rogue always has 4 skill proficiencies, a multiclass Bard or Ranger always has 3. [I]Optionally[/I], you can allow retraining of skills, so that a character can give up a proficiency from her earlier classes in exchange for a proficiency from the new class list (this can help the narrative representation, e.g. a Fighter becoming a Wizard would not increase the number of skills, but could choose to give up Athletics in exchange for Arcana to better represent the character concept). These rules are simpler, do not prevent legitimate character concepts anymore, and do not create characters of different power depending on the order of the classes. [/QUOTE]
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