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General Tabletop Discussion
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Class bloat without multiclassing?
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<blockquote data-quote="FrogReaver" data-source="post: 7048545" data-attributes="member: 6795602"><p>Let me first say I think multiclassing utterly fails at adding much to the character concept. There is rarely a multiclass option that is worth taking before level 5 (from a mechanics peraspective) and if so it's only for a dip into the class which rarely works either. (It's not as bad if you don't start at low levels).</p><p></p><p>I think more classes and multiclassing both attempt to achieve the same goal. However, there are some characters that multiclassing does a poor job of realizing, just like you pointed out above that their are a few characters that a new class does a poor job of realizing. </p><p></p><p>I'd wager that the number of characters that classes can realize is vastly larger than the number of characters that multiclassing can realize.</p><p></p><p>This sounds like a great argument for having both. However, multiclassing adds a much steeper cost to class creation than otherwise. If balance is cared for at all there will eventually come a point where there are so many classes and multiclass combinations to consider in making a new class that such a class will take 10 times as long to create as it used to. Without multiclassing the release of a new class is going to only take slightly longer for each new one. </p><p></p><p>So which is a better method for creating a level 1 character to fulfill a concept at level 1-5? A unique class of course. Your power features stay on course and you still get whatever concept you had desired (assuming a class exists for it).</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7048545, member: 6795602"] Let me first say I think multiclassing utterly fails at adding much to the character concept. There is rarely a multiclass option that is worth taking before level 5 (from a mechanics peraspective) and if so it's only for a dip into the class which rarely works either. (It's not as bad if you don't start at low levels). I think more classes and multiclassing both attempt to achieve the same goal. However, there are some characters that multiclassing does a poor job of realizing, just like you pointed out above that their are a few characters that a new class does a poor job of realizing. I'd wager that the number of characters that classes can realize is vastly larger than the number of characters that multiclassing can realize. This sounds like a great argument for having both. However, multiclassing adds a much steeper cost to class creation than otherwise. If balance is cared for at all there will eventually come a point where there are so many classes and multiclass combinations to consider in making a new class that such a class will take 10 times as long to create as it used to. Without multiclassing the release of a new class is going to only take slightly longer for each new one. So which is a better method for creating a level 1 character to fulfill a concept at level 1-5? A unique class of course. Your power features stay on course and you still get whatever concept you had desired (assuming a class exists for it). [/QUOTE]
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Class bloat without multiclassing?
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