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Class bloat without multiclassing?
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<blockquote data-quote="happyhermit" data-source="post: 7048250" data-attributes="member: 6834463"><p>That is not a given.</p><p></p><p>As to the OP, yeah for me class bloat is a significant issue, and lack of Multi-classing would not help that. </p><p></p><p>As an aside, even though I typically run without any multi-classing, removing it from the game system as an option would be a terrible idea. Many people love multiclassing and it is a pretty huge part of the game to remove for little gain (as it's implementation is optional anyways). </p><p></p><p>Classes are also by no means a complete replacement for multiclassing anyways, as one of our most frequent uses for it is an organic change of concept, fueled by events within the game. Classes that are chosen at char-gen don't provide that level of flexibility.</p><p></p><p>Also, even if multiclassing is removed, more classes aren't <em>needed by any </em>means. After all, I and many are getting along just peachy without either. With new-to-rpg players I have never had an issue implementing a character concept they liked even without feats or multiclassing, backgrounds go a long way. The same goes for 90% of other player/concept combinations I have seen. There is very rarely a particular player who wants a particular concept that isn't super easy to implement to their satisfaction, but that has been the case as long as I have been running and there are many solutions.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 7048250, member: 6834463"] That is not a given. As to the OP, yeah for me class bloat is a significant issue, and lack of Multi-classing would not help that. As an aside, even though I typically run without any multi-classing, removing it from the game system as an option would be a terrible idea. Many people love multiclassing and it is a pretty huge part of the game to remove for little gain (as it's implementation is optional anyways). Classes are also by no means a complete replacement for multiclassing anyways, as one of our most frequent uses for it is an organic change of concept, fueled by events within the game. Classes that are chosen at char-gen don't provide that level of flexibility. Also, even if multiclassing is removed, more classes aren't [I]needed by any [/I]means. After all, I and many are getting along just peachy without either. With new-to-rpg players I have never had an issue implementing a character concept they liked even without feats or multiclassing, backgrounds go a long way. The same goes for 90% of other player/concept combinations I have seen. There is very rarely a particular player who wants a particular concept that isn't super easy to implement to their satisfaction, but that has been the case as long as I have been running and there are many solutions. [/QUOTE]
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