D&D 5E Character Options

How do you prefer to run/play?

  • No optional abilities.

    Votes: 11 8.8%
  • Multiclassing only.

    Votes: 4 3.2%
  • Feats only.

    Votes: 17 13.6%
  • Both feats and multiclassing.

    Votes: 93 74.4%

  • Poll closed .
AD&D multiclassing was by far the most broken because of the way the exp charts worked. You could be a 10th level mage, or a 9/10 mage/cleric (possibly 11th in cleric, they advanced very fast).

It made a character "broken" in a couple of ways. Generally you had overpowered active capabilities, but you had underpowered survivability because your hit points were lagging enough to seriously hurt, and you'd be behind on saves too (though classes with complimentary saves might reduce this problem--I'm not sure how the details of that part worked out).

Overall, yes, it was overpowered. But the point, at least for me, isn't to exactly replicate it, but to replicate the concept. For instance, I wouldn't want you to actually split XP between classes. Messy. Neither would I want you to be a different overall level. If your party is composed of 9th level characters, you need to be a 9th level character with 9th level hit points and a 9th level proficiency bonus just like everyone else. What this version of multiclassing would give you would be a different type of class feature attainment.

If the party is 20th level, for instance, and the single classed wizard is casting 9th level spells, the wizard/cleric needs to be casting 7th level spells. Not spell slots, but actual spells from the 7th-level lists. The fighter/wizard should have 3 (rather than 2 or 4) attacks, etc.

The concept is that instead of being half as good in classes with very different focuses (ie, martial and caster, or two different types of casters) you are more like 65%-75% as good in each class--whatever is most balanced in the rules. The fact that 5e, while having a slower power curve, does not actually have linear advancement, means that the correct percentage would be properly balanced (and that correct percentage is most definitely higher than the 50% you can get with standard multiclassing). You are trading vertical power for horizontal power, but in a way that gives you a balanced character who actually functions as a (weaker) member of each class. In a 20th level party, having two attacks and casting 5th level spells does not make you feel like either a real fighter or a real wizard. Having around 13th or 14th level basic class features makes you feel like both, but not nearly as good as a single class character.

So what I want is a system that enables that concept without the broken and messy mechanics.
 
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If you can not see the benefit or ability to play an effective, interesting, and well-developed character in D&D without multiclassing, you are precisely the kind of person that needs to sit at a table and play without it.

Easy tiger! :)

Your character concept being multiclassed is absolutely irrelevant to their being a "conflicted" character. Many a paladin has had moments of doubt in their faith, temptations to this or that, many MANY stories/ways for them to be conflicted and confused as to their role and place in the universe...their closeness to their faith/deity/cause/oath...are they doing what's really "right"? What their oath/god commands? ...Taking levels in warlock is completely superfluous.

I could have made a conflicted PC without MCing, but the expression of the more specific PC I came up with required a MC Pal/War. 'Conflicted' was only one part of his total concept. Part of it was an Imp familiar (which requires 3 levels of Warlock) and another part was wearing full plate and using a greatsword.

MCing does not make a character "interesting" or "deep" or grant them a "rich story", the player [with the assistance of others at the table!] does that...through roleplaying their character...not piling on bells and whistles to follow along whatever MCing tells the player that the character is supposed to do/capable of doing.

And MCing in no way takes away from a 'deep', 'interesting' or 'rich' story. This is the old 'Stormwind Fallacy' again; the idea that optimising and storytelling are mutually exclusive.

Feats are similarly, more power grabs than character development.

That doesn't make sense! Without the option of taking a feat, you gain increases in ability scores. Increased power without any story, beyond, 'Oh! I just woke up stronger!' At least with feats you can say that your training has finally paid off and I can use my plate armour to deflect some of the damage away from me.

The idea that those who choose a feat must be nothing but munchkin power-gamers is inaccurate and disrespectful.
 

It made a character "broken" in a couple of ways. Generally you had overpowered active capabilities, but you had underpowered survivability because your hit points were lagging enough to seriously hurt, and you'd be behind on saves too (though classes with complimentary saves might reduce this problem--I'm not sure how the details of that part worked out).

Overall, yes, it was overpowered. But the point, at least for me, isn't to exactly replicate it, but to replicate the concept. For instance, I wouldn't want you to actually split XP between classes. Messy. Neither would I want you to be a different overall level. If your party is composed of 9th level characters, you need to be a 9th level character with 9th level hit points and a 9th level proficiency bonus just like everyone else. What this version of multiclassing would give you would be a different type of class feature attainment.

If the party is 20th level, for instance, and the single classed wizard is casting 9th level spells, the wizard/cleric needs to be casting 7th level spells. Not spell slots, but actual spells from the 7th-level lists. The fighter/wizard should have 3 (rather than 2 or 4) attacks, etc.

The concept is that instead of being half as good in classes with very different focuses (ie, martial and caster, or two different types of casters) you are more like 65%-75% as good in each class--whatever is most balanced in the rules. The fact that 5e, while having a slower power curve, does not actually have linear advancement, means that the correct percentage would be properly balanced (and that correct percentage is most definitely higher than the 50% you can get with standard multiclassing). You are trading vertical power for horizontal power, but in a way that gives you a balanced character who actually functions as a (weaker) member of each class. In a 20th level party, having two attacks and casting 5th level spells does not make you feel like either a real fighter or a real wizard. Having around 13th or 14th level basic class features makes you feel like both, but not nearly as good as a single class character.

So what I want is a system that enables that concept without the broken and messy mechanics.

So, like an Eldritch Knight/Wizard that progresses at a combined 1.33 for every two levels (i.e. Fighter 10/Wizard 10 having an effective caster level of 13, and while capped at 5th level spells known/prepared, can bump spells up to 7th level in effectiveness -- 65% progression?) or a Wizard/Cleric that progresses at a level for level rate, but caps out at 5th level spells prepared, but can boost them up to 9th? Granted, versatility through one class or the other gets nerfed, but the overall combined versatility makes up for it: more hp, more ac with armor, can juice either healing or damage, and prep a wider variety of spells. Sure, you don't have a Wizard/Cleric that can cast Wish and True Resurrection, but there are plenty of other new options available. I'd say it's a pretty fair trade, and you're still progressing at 100%.
 

So, like an Eldritch Knight/Wizard that progresses at a combined 1.33 for every two levels (i.e. Fighter 10/Wizard 10 having an effective caster level of 13, and while capped at 5th level spells known/prepared, can bump spells up to 7th level in effectiveness -- 65% progression?) or a Wizard/Cleric that progresses at a level for level rate, but caps out at 5th level spells prepared, but can boost them up to 9th? Granted, versatility through one class or the other gets nerfed, but the overall combined versatility makes up for it: more hp, more ac with armor, can juice either healing or damage, and prep a wider variety of spells. Sure, you don't have a Wizard/Cleric that can cast Wish and True Resurrection, but there are plenty of other new options available. I'd say it's a pretty fair trade, and you're still progressing at 100%.

The bolded part absolutely fails to fulfill what we're going for here. If that got the job done, I wouldn't be waiting for gestalt multiclassing at all. It's completely inadequate for the concept. As far as the cleric/wizard, do you feel that a spell list that includes all of the 1st-5th level spells from the cleric and wizard spell lists is equivalent to either the cleric's or wizard's complete 1st-9th level spell list? I sure don't. If you wanted to multiclass them you'd be better off taking a couple levels in one and all the rest in the other. Then you can max your cure wounds or your magic missile or whatever, while still getting your high level spells from one of the lists. In order for an equal split to work, the total (non-spellcasting) features you got from being a level 10 cleric and a level 10 wizard would have to exceed the total (non-spellcasting) benefits you got from a 20th level cleric or a 20th level wizard by a sufficient margin to make up for the loss you get by having your spell list just be the 1st-5th level spells of two classes rather than the 1st-9th level spells of one. And it doesn't do that. I'm sure you could put together a combination where cleric 10/wizard 10 has better non-casting features than cleric 20 or wizard 20, just like I wouldn't be surprised if you could put together a gimped combo that way. But even if you put together a good combo, it still isn't making up for the loss of higher level spells.

If I were a fighter/wizard in a 20th level party, and I could cast actual 7th level spells (like teleport or plane shift), I could serve as a poor man's party wizard while still fighting effectively. The party would probably rather have a full-wizard, but I can get the job done most of the time. If I had 5th level spells I couldn't. The versatility and vertical "utility power" isn't there. It's not about DPR, it's about being a master of the cosmos. With 5th level spells, you are a dabbler in a 20th level party.

I've tried to explain this online enough times that I think it might be one of those "you have to see it to get it" sort of things.

Hopefully gestalt multiclassing will capture the essence and be balanced. If done right, I see it becoming a popular new multiclassing option (for those who use variant rules like that). It scratches a different itch and provides a different mechanic.
 

The bolded part absolutely fails to fulfill what we're going for here. If that got the job done, I wouldn't be waiting for gestalt multiclassing at all. It's completely inadequate for the concept. As far as the cleric/wizard, do you feel that a spell list that includes all of the 1st-5th level spells from the cleric and wizard spell lists is equivalent to either the cleric's or wizard's complete 1st-9th level spell list? I sure don't. If you wanted to multiclass them you'd be better off taking a couple levels in one and all the rest in the other. Then you can max your cure wounds or your magic missile or whatever, while still getting your high level spells from one of the lists. In order for an equal split to work, the total (non-spellcasting) features you got from being a level 10 cleric and a level 10 wizard would have to exceed the total (non-spellcasting) benefits you got from a 20th level cleric or a 20th level wizard by a sufficient margin to make up for the loss you get by having your spell list just be the 1st-5th level spells of two classes rather than the 1st-9th level spells of one. And it doesn't do that. I'm sure you could put together a combination where cleric 10/wizard 10 has better non-casting features than cleric 20 or wizard 20, just like I wouldn't be surprised if you could put together a gimped combo that way. But even if you put together a good combo, it still isn't making up for the loss of higher level spells.

If I were a fighter/wizard in a 20th level party, and I could cast actual 7th level spells (like teleport or plane shift), I could serve as a poor man's party wizard while still fighting effectively. The party would probably rather have a full-wizard, but I can get the job done most of the time. If I had 5th level spells I couldn't. The versatility and vertical "utility power" isn't there. It's not about DPR, it's about being a master of the cosmos. With 5th level spells, you are a dabbler in a 20th level party.

I've tried to explain this online enough times that I think it might be one of those "you have to see it to get it" sort of things.

Hopefully gestalt multiclassing will capture the essence and be balanced. If done right, I see it becoming a popular new multiclassing option (for those who use variant rules like that). It scratches a different itch and provides a different mechanic.

I think most are missing the most obvious point:

Firstly, in AD&D (1e), multiclassed casters capped around 11th, or lower, in their caster class. Single classed demi-humans could surpass the limit by 2 levels.
Secondly, they advanced at double, or triple, the rate of single classed characters. These rules were set specifically to balance them against single classed PCs.

In comparison, 5e multiclass characters, if advancing each class alternately with level, would advance half as quickly in each class as a single class PC, capping out at 10th level in each class, but depending on the paired class/subclass, the caster level might be higher -- 5e PCs are typically more powerful in comparison by this measure, if comparing core rules between editions. 3.5 was the first to attempt an "even split" to afford close to full caster progression with every level in addition to the alternating classes functions, but was bending the rules through prestige classing (and people still complained then).

The only time in 1e where you ended up with characters hitting 12+ in multiple classes was typically through human dual-classing, and this isn't a true representation of what you seem to be arguing for -- in order for the human to continue to progress in the new class, it cannot utilize any of the previous classes features, short of Hp, and possibly saves/attack bonuses (but I'm shaky on that, it's been a few years since I even looked at those rules).

5e seems to at least be a balanced step in improving upon what's come before, to an extent.
 
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Allow me to reply, even though others have said similar things. I like to reply to direct quotes.

Although I respect your opinion, I confess that I don't understand it.

Different people like different things. Some like feats, some don't. Some like multi-classing, some don't.

But I wouldn't dream of saying, "I don't like multi-classing, therefore no-one else at my table is allowed to multi-class!"

Well, it's the GM's job to control the table. Ultimately, the GM is the one who is running the game. I'd never run a game of Shadowrun at my table - I have no buy-in with the system. Likewise, I'd never run RIFTS, and I'll probably never run 4e or Pathfinder again.

On the flip side, my players need to buy in to the game as well. So anything I want to run, they have to want to play in. This is honestly usually a bit broader than my own preferences, because they're "just" players (and,let's face it, probably spend less time working on the game outside of the table). But this means that my players will never play a 1e game (but would love me to run Pathfinder again). They don't really like Savage Worlds, or the d6 System, Cortex, or any of those games.

So, since the GM controls the system, (s)he should also control the alternate rules in the game. This can be done for game flavour, or for the fact that the GM perceives a power imbalance.

I don't like playing wizards, but I wouldn't ban other people from playing them!

Sure. But what if you were the GM, and you were running a game of Imperial Rome? There's always an exception. So long as the players sit at the table, they are agreeing to whatever the GM has "banned". I've "banned" monks in the past. My players never complain - even though a lot liked monks.

(My reasoning was it was a Dark Sun game, which is based around scrounging crappy items. I figured allowing a combat class that didn't need weapons or armour would harm that theme of the game, and so nixed it. My players understood where I was coming from, and agreed).

If you don't like multi-classing (or feats) but another player does, how does it spoil your day if they make use of that option and you don't?

Because of a power imbalance? And, in my case, because things like multi-classing in 5th are not exactly "balanced". So, I have two "power-gamers" and three "Role-players". If I allow multi-classing (and feats), I'm allowing more building blocks for the builders, who tend to get tunnel vision on the builds. This often leads to the other players getting sucked into a game they don't really like, because the power builders are offering "tips" on how to "improve" characters. It also leads to game-long "shopping" sessions, and all sorts of add-ons that I dislike.

Remove the rules, and that aspect of building stops! And those players? Having a blast. (One player just spent a good half hour today trying to lay claim to suede rhinestone boots - non-magical, ugly boots... purely for RP reasons. This didn't happen much in earlier editions with him).

I've played two 5E characters so far (although I've been playing D&D since the seventies); the first is a single class variant human, but every time I level up I'd rather take the next fighter level than 1st level in a new class. I'm happy.

Sure. Have you GMed it yet? Because that's where a lot of people are coming from who make this call. They don't like feats because Sharpshooter changes how the party handles combats, or Great Weapon Master makes the front line too powerful and everyone is focused around buffing the tank. They ban multi-classing to get rid of some rules element they dislike.

The other character was designed as a multi-class concept from the word go. I wanted a conflicted character, and chose a paladin/warlock. Briefly, he thought his god Wotan had sent him one of his two ravens (Hugin) that fly over the world during the day and report back to him at night. My PC believes that Wotan has sent Hugin to help him. What my PC doesn't know (but I do) is that his prayers are not heard by Wotan (who may or may not exist!) and are instead answered by an Archdevil pretending to be Wotan, and has sent a shapechanged Imp to very gradually corrupt him over the years.

Sure. It's a cool character concept, arguably made possible by multi-classing. Personally, I think you'd do just fine with the same character being a straight Warlock with Lawful Good alignment. You don't need multi-classing to put that story-arc in play. All you're doing is attaching mechanics to your story. They don't need to be there.

This PC is good at some things and not so good at others. For example, he wears plate armour and uses a greatsword (when a min-maxed warlock would spam eldritch blast and/or have blade pact), but he only gets one attack when all the other warrior-types get two. But although I'm aware of this objectively, subjectively my PC feels awesome! Isn't that the most important thing in an RPG: that you thing that your own character is cool? If you didn't, why would you play?

Sure! And that's great. But what do you do when the guy next to you makes a cleric1/wizard1/sorcerer1/bard1 and sucks? And the guy next to him makes a sneaky power-build that dominates the table? Adding more tools means that power imbalances are more frequent. This bugs some GMs (like me) a LOT. I remember 4e days, having two rogues in the party, and one was CONSTANTLY being outclassed by the other... When both PCs are following the rules, how do you fix that?

I'm not convinced that banning multi-classing has any benefit whatsoever. It may not be the way to introduce a new player to the game, but that's not a factor for long. I certainly couldn't have made my latest PC concept work if multi-classing were banned.

Well, I think you could have made it work. But that's fine, we can disagree. And personally? it has a huge benefit at my table. If it was enough for you to not join, well, we'd see if I'd be willing to make adjustments. But generally, my players agree with my calls, and dropping multi-classing was almost universally agreed upon, and was universally endorsed.
 

As a player I don't care if any of the options are available or not. As a DM, I allow both feats and multi-classing. For the multi-classing, I just use the same rules that exist for learning new languages & tools. It takes some gold and 250 days of game time to train in the first level of a new class. I build in downtime between major campaign parts to allow for taking other classes. It gives players time to think about the choice of entering a new class and the opportunity cost of the time vs. using the downtime for something else. It also helps with those snap decisions to grab a level in something just to get a very short term power-up which will be regretted later. There is usually sufficient downtime by level 5 or 6 to take a level in a second class. This weeds out all the min/max hasty decision crap that usually happens at early levels.
 

Allow me to reply, even though others have said similar things. I like to reply to direct quotes.

Thanks for the well thought out reply.

Sure. But what if you were the GM, and you were running a game of Imperial Rome? There's always an exception. So long as the players sit at the table, they are agreeing to whatever the GM has "banned". I've "banned" monks in the past. My players never complain - even though a lot liked monks.

Banning things for flavour reasons, because they don't fit the narrative of your world, makes sense. If you decide magic doesn't work, then by all means ban spellcasting classes if you want. If you didn't, they'd be a trap option. In your monk example, they would make the scenario pointless, so players can accept that.

But those are things that are evident to creatures in the game. If magic worked, this is knowable to the inhabitants (by experiencing it). There are some things it would be very strange to ban. Using your monk example, you may very well say that such monasteries don't exist on your world, but would you ban creatures from punching other creatures?

And some things you cannot ban for story reasons because they only exist as game mechanics. If you think a d12 for hit points is too powerful, if you ban the d12 it won't be a story reason. Creatures are unaware of game mechanics. You could ban it for game balance reasons, but not story reasons.

Because of a power imbalance? And, in my case, because things like multi-classing in 5th are not exactly "balanced". So, I have two "power-gamers" and three "Role-players". If I allow multi-classing (and feats), I'm allowing more building blocks for the builders, who tend to get tunnel vision on the builds. This often leads to the other players getting sucked into a game they don't really like, because the power builders are offering "tips" on how to "improve" characters. It also leads to game-long "shopping" sessions, and all sorts of add-ons that I dislike.

I've found the 5E MC rules to be very good. What you gain on the swings, you lose on the roundabouts. My Pal2/War3 doesn't get two attacks like the Bar5, nor does he get 3rd level spells like the Clr5. I get the impression that some people assume they are unbalanced, and ban MCing based on that pre-conception.

Remove the rules, and that aspect of building stops! And those players? Having a blast. (One player just spent a good half hour today trying to lay claim to suede rhinestone boots - non-magical, ugly boots... purely for RP reasons. This didn't happen much in earlier editions with him).

First, the solution to having players of mixed skill is not to ban skill but to develop more skill. If you have some people who are good at, say, soccer, and some not so good, do you ask the better ones not to play so well to gives the others a fair chance, or do you have them teach the poorer ones to be more skillful? Do you have the mathematicians promise not to solve complex equations on the grounds that some people aren't so good?

It's in our nature to help our friends, so we can forgive those who try to help their fellow players make a more effective character, but I understand that this may be annoying. But 5E single classes are robust enough to work well without MCing, therefore there should be no problems playing alongside a skilled optimiser who can't cast 3rd level spells or get two attacks.

Of course, optimisers tend to build more effective characters, but that would be true anyway! There are many things to like about RPGs; role-playing is one thing and optimisation is another. Some people prefer one more than the other, but it is a fallacy (the Stormwind Fallacy) to say that if you like optimising that you can't be a good role-player. In my experience, those players who put a lot of time and effort into optimising also put a lot of time and effort into character, while those who are not bothered about the game mechanics also tend to be less bothered about the whole thing. Exceptions exist, of course.

Sure. Have you GMed it yet? Because that's where a lot of people are coming from who make this call. They don't like feats because Sharpshooter changes how the party handles combats, or Great Weapon Master makes the front line too powerful and everyone is focused around buffing the tank. They ban multi-classing to get rid of some rules element they dislike.

I'm DMing LMoP, and have taken them from 1st to half-way through 4th. I encouraged them to consider feats, and even hoped that some would MC. No-one has MC'd so far, although the dual-wielding rogue wants a fighter level to get the style at some point. When he does, it won't be a free lunch; that fighter level has cost him a rogue level! There are a good mix of feats and ASIs.

As to feats, in the history of D&D spellcasters tended to be interesting and varied in play, but fighters tended to be limited to 'I hit him with my stick' every round. The 5E feats allow the non-casters to do cool stuff too! In the game I'm DMing, the newbie paladin player was 'helped' by her friends to choose Shield Master at 4th (instead of +2 Str). She now is not only more effective, she also enjoys playing her paladin more than she did before. She now has options to think about; when should I shove? Should I push 5 feet or knock prone?

Sure. It's a cool character concept, arguably made possible by multi-classing. Personally, I think you'd do just fine with the same character being a straight Warlock with Lawful Good alignment. You don't need multi-classing to put that story-arc in play. All you're doing is attaching mechanics to your story. They don't need to be there.

The game isn't ALL about concept though. I can't rock up to a table and say I wan't to play Elric, who is the most powerful sorcerer in the world with the most powerful weapon in the world, and be upset when the DM reminds me that we're starting at 1st. Our concepts are limited by the rules of the game, and therefore we must consider the available abilities and weave or concept around that.

Because it is absolutely required to do this, we can't fairly be accused of being dirty munchkin powergamers if that's what we do!

My concept of a plate armoured greatsword swinging raven/imp toting false god-botherer was developed in conjunction with the game rules, not independently of them. If I were a War5 with no feats, then no plate armour for me, and that's just one of many things.

Feats and MCing give more choices and therefore more playable concepts, but they don't subtract any choices from those players who don't want to use them.

Sure! And that's great. But what do you do when the guy next to you makes a cleric1/wizard1/sorcerer1/bard1 and sucks? And the guy next to him makes a sneaky power-build that dominates the table? Adding more tools means that power imbalances are more frequent. This bugs some GMs (like me) a LOT. I remember 4e days, having two rogues in the party, and one was CONSTANTLY being outclassed by the other... When both PCs are following the rules, how do you fix that?

As you've just shown, it isn't MCing or feats which make sucky players suck, therefore banning feats/MCing isn't the solution. Educating them is, and if they do not want to be bothered with that (which is fair enough) they can't complain when other people are 'better' than them. Do the work!

Well, I think you could have made it work. But that's fine, we can disagree. And personally? it has a huge benefit at my table. If it was enough for you to not join, well, we'd see if I'd be willing to make adjustments. But generally, my players agree with my calls, and dropping multi-classing was almost universally agreed upon, and was universally endorsed.

In real life, if I came to your table I'd be impressed if we could discuss it between us and come up with a character we both liked, feats/MCing and all. If you wouldn't entertain the thought, I'd feel frustrated. I'm sure I could make a PC without feats or MCing, but I'd always be thinking that my PC would be so much cooler if...

For me, the most important thing for a player is that he thinks that his own PC is cool. If he doesn't think that, why would he want to play?
 

The campaign I'm running uses both Feats and multiclassing. I like the way add a little bit of 3e/Pathfinders character-building minigame to 5e much simpler framework. I have a few players who enjoy expressing their PCs using mechanics, so more options/ways to model a concept are good.

The PC I'm currently working on to play when I hand the DMs Viking hat to someone else is multiclassed. An even 5th/5th Warlock/Paladin taking 2 Feats instead of stat increases. I'm curious to see if that'll actually work.
 

I like civil disagreements like this. Makes me glad we're not in the "good ol' days" where any sort of opinion difference lead to muskets at dawn.

Banning things for flavour reasons, because they don't fit the narrative of your world, makes sense. If you decide magic doesn't work, then by all means ban spellcasting classes if you want. If you didn't, they'd be a trap option. In your monk example, they would make the scenario pointless, so players can accept that.

But those are things that are evident to creatures in the game. If magic worked, this is knowable to the inhabitants (by experiencing it). There are some things it would be very strange to ban. Using your monk example, you may very well say that such monasteries don't exist on your world, but would you ban creatures from punching other creatures?

That's kind of a flawed argument - reducing the argument to its most illogical extreme. Just because monks don't exist, doesn't mean you can't punch. Limiting a class from the game -even if it's just because you don't like the flavour or the mechanics - doesn't mean a thing. If a GM doesn't like bards, he or she is allowed to eliminate them from their game. Doesn't mean characters can no longer sing.

And some things you cannot ban for story reasons because they only exist as game mechanics. If you think a d12 for hit points is too powerful, if you ban the d12 it won't be a story reason. Creatures are unaware of game mechanics. You could ban it for game balance reasons, but not story reasons.

Sure. But not sure how this is relevant.

[quote[I've found the 5E MC rules to be very good. What you gain on the swings, you lose on the roundabouts. My Pal2/War3 doesn't get two attacks like the Bar5, nor does he get 3rd level spells like the Clr5. I get the impression that some people assume they are unbalanced, and ban MCing based on that pre-conception.[/quote]

They absolutely can be, when you start getting wishy-washy on the rules. Look on any character optimization board - you'll find a good chunk of the builds make use of a multi-class combination that can be abused.

First, the solution to having players of mixed skill is not to ban skill but to develop more skill.

Trust me, it's really not.

If you have some people who are good at, say, soccer, and some not so good, do you ask the better ones not to play so well to gives the others a fair chance, or do you have them teach the poorer ones to be more skillful? Do you have the mathematicians promise not to solve complex equations on the grounds that some people aren't so good?

The difference here is, to use your example, you're suggesting that optimization a character or using the game to make powerful characters IS the game. I don't think it is. A better example would be to say "Do you have mathematicians promise to make sure they try their hardest to be good at soccer?"

In other words, I don't feel I SHOULD be teaching players how to better optimize their characters. That's not the point of the game for me. I should be teaching them how to have a good time, and not have them worrying about keeping up with the Joneses.

The point of the game is to play. That's how we enjoy it. No one should be able to tell us how to play it, except the people in the group that are playing it. By barring some of the rulesier elements, we've found a good middle ground.

It's in our nature to help our friends, so we can forgive those who try to help their fellow players make a more effective character, but I understand that this may be annoying. But 5E single classes are robust enough to work well without MCing, therefore there should be no problems playing alongside a skilled optimiser who can't cast 3rd level spells or get two attacks.

Sure. But what about the skilled optimizer who uses the rules to be flat out better than his companions? In 3e days, I remember deciding to play a guy in a detective campaign who was all about perception. He couldn't do anything else, really. Unfortunately, everyone else was a power-gamer. My awesome perception guy.... had the lowest perception in the party. And two of his companions weren't even really trying!

In 5e, those situations are less likely to happen, but they CAN happen. And having players look at combinations ("Warlock Fighter! Warlock Ranger so I can stack hex and hunter's mark! Warlock X so I can blah blah blah... why do all the good multiclass combos involve warlocks?") can really invalidate others in the group.

Of course, optimisers tend to build more effective characters, but that would be true anyway!

Exactly. This is why you limit the options, so there's less to optimize. Trust me, if you play BECMI, this behaviour goes away REALLY quickly. And strangely, people continue having fun. Who'd have thunk it?

There are many things to like about RPGs; role-playing is one thing and optimisation is another. Some people prefer one more than the other, but it is a fallacy (the Stormwind Fallacy) to say that if you like optimising that you can't be a good role-player.

First, I never said anything of the sort. What I did say was that I wanted to limit the amounts of optimization in my game. As the GM, I have the right to steer the game in a direction where I will be having the most fun. I've done that. No one else should be telling me I'm wrong for doing so. I'm not telling other people they're wrong for playing the game their own way.

Second, my own optimizing players are proof against your "fallacy". They can be wonderful gamers. Last session, one of these players spent a good chunk of time arguing for possession of a pair of suede, rhinestone-covered boots. They had no value, and barely fit. But he wanted them. It was a fun time, and no mechanics were involved.

HOWEVER, if they, say, had a very minor bit of mechanics on them that didn't jive with his character, he'd make sure that +0.5 to insight checks would go to the guy who needed intuition. So, by getting rid of the fiddlier bits of mechanics, it frees the player up to have a bit more fun with the game.

In my experience, those players who put a lot of time and effort into optimising also put a lot of time and effort into character, while those who are not bothered about the game mechanics also tend to be less bothered about the whole thing. Exceptions exist, of course.

So, you're all against this Stormwind Fallacy bit, but then in the next paragraph you argue the exact same thing about the people in the other camp? That's funny stuff, man.

I've seen PLENTY of players who fill up entire journals about their characters... and don't know how attack rolls work. And I've seen power-gamers who couldn't tell you how old their character was, how tall, or even where their character is from... but could tell you exactly what their modifiers were for an off-hand attack on a rainy day.

I'm DMing LMoP, and have taken them from 1st to half-way through 4th. I encouraged them to consider feats, and even hoped that some would MC. No-one has MC'd so far, although the dual-wielding rogue wants a fighter level to get the style at some point. When he does, it won't be a free lunch; that fighter level has cost him a rogue level! There are a good mix of feats and ASIs.

Sure. Sounds like fun. If it were my game, it'd be exactly the same, except the rogue wouldn't be able to tread on the fighter's toes at all. The game would be functionally very similar, just one option would be barred from the players. Not a big deal.

As to feats, in the history of D&D spellcasters tended to be interesting and varied in play, but fighters tended to be limited to 'I hit him with my stick' every round.

I spent two, three years playing 1e. I can tell you right now that fighters, while they tended to do one thing in combat, were not at all "limited" in play. Maybe in combat, but so what? Sometimes having a clear goal in every fight is a good thing. It definitely appeals to some players.

The 5E feats allow the non-casters to do cool stuff too! In the game I'm DMing, the newbie paladin player was 'helped' by her friends to choose Shield Master at 4th (instead of +2 Str). She now is not only more effective, she also enjoys playing her paladin more than she did before. She now has options to think about; when should I shove? Should I push 5 feet or knock prone?

So... a player wanted to make a choice, and the other people coerced her into another option? That's exactly the sort of thing I hate. She now has options to think about. Not every player wants that. It's good she's having more fun, so that's a plus. But I'd be concerned about players exerting their wills on someone else.

The game isn't ALL about concept though. I can't rock up to a table and say I wan't to play Elric, who is the most powerful sorcerer in the world with the most powerful weapon in the world, and be upset when the DM reminds me that we're starting at 1st. Our concepts are limited by the rules of the game, and therefore we must consider the available abilities and weave or concept around that.

Right. Our concepts are limited by the rules of the game. So if the GM decides to not allow an OPTIONAL rule into his game, it's ultimately not going to affect things one iota.

Feats and MCing give more choices and therefore more playable concepts, but they don't subtract any choices from those players who don't want to use them.

It's an illusion, though. If you have a concept that's not supported by the rules, you can ALWAYS go to the GM and say "can I play this?" My 5e group has an awakened bear as a PC. We found a way to make it work.

Having a lot of tools ultimately means you can only build what the tools allow. Having few tools can mean that people push the envelope and do something interesting. It's like the iphone. It was only allowed to have one button - and it pushed the design forward as a result (not that I'm saying we like iphones, necessarily....)

As you've just shown, it isn't MCing or feats which make sucky players suck, therefore banning feats/MCing isn't the solution. Educating them is, and if they do not want to be bothered with that (which is fair enough) they can't complain when other people are 'better' than them. Do the work!

"do the work"? What?

It's my job to let them have fun. They do have fun, because I've set up the game to fit my group. Forcing them to play a game with a bunch of rules so that one or two people in the group have more fun at the expense of everyone else is bad GMing, not good.

In real life, if I came to your table I'd be impressed if we could discuss it between us and come up with a character we both liked, feats/MCing and all. If you wouldn't entertain the thought, I'd feel frustrated. I'm sure I could make a PC without feats or MCing, but I'd always be thinking that my PC would be so much cooler if...

"My PC would be so much cooler if I had 100% control over who and what he becomes". Well, that's not how I run a game. You have a character background, but once he hits the campaign, things are going to happen. He'll be in adventures you won't predict, he'll get ability boosts, curses, and weird diseases. He'll gain strange abilities from that demon curse he got, and that deity he met will let him see in the future, but at great cost. Ultimately, in my games, you DON'T have control over your character's path. Just where he steps and which roads he walks down.

That's how we like to game. And honestly, it's awesome.

For me, the most important thing for a player is that he thinks that his own PC is cool. If he doesn't think that, why would he want to play?

Agreed. And luckily, we think all of our characters are cool. And none of them needed an optional rule to get there. Why anyone would think they NEED that optional rule to be cool, I honestly don't understand.
 
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