D&D (2024) Change multiclassing prerequisites?

What should the multiclass prerequisite be?

  • Higher than 13.

    Votes: 10 17.2%
  • 13

    Votes: 19 32.8%
  • 12

    Votes: 0 0.0%
  • 11

    Votes: 0 0.0%
  • 10

    Votes: 0 0.0%
  • None

    Votes: 29 50.0%


log in or register to remove this ad

Paladins can't be wizards because paladins are limited isn't really an answer...

Why do you want Paladins to be limited from being a wizard?

It's not for balance reasons.
You're not limited. But there's an opportunity cost for being able to be good at being both a paladin and a wizard. And that opportunity cost is a bit more MAD than if you were to pick a full arcane caster that had a more synergistic fit.
 

You're not limited. But there's an opportunity cost for being able to be good at being both a paladin and a wizard. And that opportunity cost is a bit more MAD than if you were to pick a full arcane caster that had a more synergistic fit.
One way Paizo tried to fix this problem was through the creation of hybrid classes.


Most heroes progress along a single path—choosing to become a fearsome fighter, pious cleric, or mighty wizard—but some are drawn to many roads. For them, it can be hard to find a balance between abilities offered by disparate classes. Hybrid classes solve this dilemma by blending features from two classes, adding rules to make them work seamlessly together.

Unfortunately, Paizo never provided anyone a simple and easy means to create their own hybrid classes. Just 10 hybrid classes.

1. Arcanist (Wizard/Sorcerer)
2. Bloodrager (Barbarian/Sorcerer)
3. Brawler (Fighter/Monk)
4. Hunter (Ranger/Druid)
5. Investigator (Alchemist/Rogue)
6. Shaman (Oracle/Witch)
7. Skald (Barbarian/Bard)
8. Slayer (Ranger/Rogue)
9. Swashbuckler (Fighter/Gunslinger)
10. Warpriest (Fighter/Cleric)
 

I'm confused now: Are we being unjustly punished for not following the designers' flavor text or unjustly punished for lack of putting system mastery ahead of our character concept?
 

You're not limited. But there's an opportunity cost for being able to be good at being both a paladin and a wizard. And that opportunity cost is a bit more MAD than if you were to pick a full arcane caster that had a more synergistic fit.
I know it cost more to be a paladin/ wizard. I read the rules.

How does it benefit the game to restrict that combination?
 

I know it cost more to be a paladin/ wizard. I read the rules.

How does it benefit the game to restrict that combination?
It benefits the game because having opportunity costs to take conflicting mc dips means the gm has more room to make character build choices matter in the world. If it's too easy to take those dips then the gm only has room for generic PCs
 

In what way does multiple classes accidentally having MAD do anything for the DM 'making build choices' matter.

People are acting like this is an intentional, calculated thing. It's an accident of how keying abilities for classes conflicts with the constant afterthought that is D&D multiclassing.
 

It benefits the game because having opportunity costs to take conflicting mc dips means the gm has more room to make character build choices matter in the world. If it's too easy to take those dips then the gm only has room for generic PCs
So you think a paladin casting tensor floating disk is going to ruin your game more than an artificer casting it?
 

So you think a paladin casting tensor floating disk is going to ruin your game more than an artificer casting it?
Considering the paladin doesn't even need to multiclass as a wizard to do so by just picking up the ritual caster feat, no. Having full access to the wizard abilities and subclasses without paying the cost, yes.
 


Remove ads

Top