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Class bloat without multiclassing?
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<blockquote data-quote="Gradine" data-source="post: 7048390" data-attributes="member: 57112"><p>Thank you for the response. I in fact will concede many of your points; my understanding of the rules of 5e is that multi-class characters, as they currently exist, are strictly worse than single-class characters (I'm not counting CharOp-inspired dips here, but perhaps I should be) of the same character level. I appreciate the anecdotal evidence that they, in fact, out-shine others or unbalance the table. I also recognize that 5e is not 3.5 or Pathfinder. But it seems that fears that "class bloat" combined with "multi-classing" will horrifically unbalance the game are unfounded strictly because that isn't at all what happened with 3.5 (I have zero experience with PF, so it may be that such fears are actually quite founded with examples from that game). 5e is a different game, but not so different that 3.X can't provide instructional examples from time to time.</p><p></p><p>My main argument is that there are generally who like a lot of character options (and thus, many many classes and also the ability to multi-class). There are CharOpers, and there are, to borrow a phrase from the Aesthetics of Fun, Expression seekers; the desire to come up with a character concept and then find the best way to mechanically express that character. For clarification, I am definitely in the latter category myself. And I recognize that 3.5 is probably the purest version of Expression-seeking in character creation/advancement in D&D. But 5e is, to be frank, a better-designed game at the core, and I for one would like to see what some of my favorite character options of yore would look like in this newer, better expression of the game. CharOpers, presumably, want more crunch to assign color ratings to (I'm being glib, of course; I don't think there's anything wrong with getting enjoyment over mastering a system by determining the most and least mechanically useful abilities, for a certain kind of campaign in any case).</p><p></p><p>In any case, these are the two main types of players who are going to want a) more classes and b) the ability to mix and match classes through multi-classing. I can't imagine either one of those groups of players that would be happier with one but not the other. I am, in fact, struggling to understand why somebody would want one and not the other. I get the argument for neither; that I can wrap my head around easily. But the end result of the both is the same: more character design options. So why restrict one but not the other?</p></blockquote><p></p>
[QUOTE="Gradine, post: 7048390, member: 57112"] Thank you for the response. I in fact will concede many of your points; my understanding of the rules of 5e is that multi-class characters, as they currently exist, are strictly worse than single-class characters (I'm not counting CharOp-inspired dips here, but perhaps I should be) of the same character level. I appreciate the anecdotal evidence that they, in fact, out-shine others or unbalance the table. I also recognize that 5e is not 3.5 or Pathfinder. But it seems that fears that "class bloat" combined with "multi-classing" will horrifically unbalance the game are unfounded strictly because that isn't at all what happened with 3.5 (I have zero experience with PF, so it may be that such fears are actually quite founded with examples from that game). 5e is a different game, but not so different that 3.X can't provide instructional examples from time to time. My main argument is that there are generally who like a lot of character options (and thus, many many classes and also the ability to multi-class). There are CharOpers, and there are, to borrow a phrase from the Aesthetics of Fun, Expression seekers; the desire to come up with a character concept and then find the best way to mechanically express that character. For clarification, I am definitely in the latter category myself. And I recognize that 3.5 is probably the purest version of Expression-seeking in character creation/advancement in D&D. But 5e is, to be frank, a better-designed game at the core, and I for one would like to see what some of my favorite character options of yore would look like in this newer, better expression of the game. CharOpers, presumably, want more crunch to assign color ratings to (I'm being glib, of course; I don't think there's anything wrong with getting enjoyment over mastering a system by determining the most and least mechanically useful abilities, for a certain kind of campaign in any case). In any case, these are the two main types of players who are going to want a) more classes and b) the ability to mix and match classes through multi-classing. I can't imagine either one of those groups of players that would be happier with one but not the other. I am, in fact, struggling to understand why somebody would want one and not the other. I get the argument for neither; that I can wrap my head around easily. But the end result of the both is the same: more character design options. So why restrict one but not the other? [/QUOTE]
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