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Do We Really Need Multiclassing?
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<blockquote data-quote="Pedantic" data-source="post: 9042931" data-attributes="member: 6690965"><p>Right, the problem I'm saying is that Echo Knight is a customization you add to your Fighter. It's a fighting style, not your archetype with its own choices to make your Echo Knight special relative to every other Echo Knight.</p><p></p><p>The thing is, this gets presented as a nightmare in the context of level-buy multiclassing. If that weren't the case and you couldn't mix and match features across them (maybe classes come with feats for "snag flavorful 1st level ability" if you want to do a little splashing) after making the big chunky, "which of these 100 classes is inspiring?" choice, you're not going to be overwhelmed by the material.</p><p></p><p>You'll probably want some shared sub-systems to make initial class design less unwieldy (i.e. combat maneuvers, spells grouped by thematic school, etc), but you can make the player choice pretty manageable. You'd need a solid standard of design so that DM-side system trust can be maintained and so you don't feel a need to read every single class before it appears and just ask your players "what can you do?", but...you know, that's just a thing we should be able to have, in general.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9042931, member: 6690965"] Right, the problem I'm saying is that Echo Knight is a customization you add to your Fighter. It's a fighting style, not your archetype with its own choices to make your Echo Knight special relative to every other Echo Knight. The thing is, this gets presented as a nightmare in the context of level-buy multiclassing. If that weren't the case and you couldn't mix and match features across them (maybe classes come with feats for "snag flavorful 1st level ability" if you want to do a little splashing) after making the big chunky, "which of these 100 classes is inspiring?" choice, you're not going to be overwhelmed by the material. You'll probably want some shared sub-systems to make initial class design less unwieldy (i.e. combat maneuvers, spells grouped by thematic school, etc), but you can make the player choice pretty manageable. You'd need a solid standard of design so that DM-side system trust can be maintained and so you don't feel a need to read every single class before it appears and just ask your players "what can you do?", but...you know, that's just a thing we should be able to have, in general. [/QUOTE]
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