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Do We Really Need Multiclassing?
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<blockquote data-quote="Redwizard007" data-source="post: 9043645" data-attributes="member: 7024098"><p>Personally, I enjoy using multi-classing to build characters that aren't a carbon copy of every other vanilla toon that gets mentioned when chatting with other players. "Oh, you are playing a paladin too? Yeah, mine can't smite, but he gets to rage and use bardic inspiration." Flavor is free, after all. Is my Bard-barian OP? Hell to the no, but he's fun and more effective than I expected. Is the Hexblade/Paladin overshadowing me? Only in damage, and that's OK. Let him have his moments in the sun. I'll be busy ripping apart mooks while he novas on the boss. </p><p></p><p>So, why not allow multiclassing? </p><p></p><p>It's OP. Well, no. You can't make a multiclass character that's better than a wizard, but you can make fighters and rogues viable in play.</p><p></p><p>The flavor doesn't fit. Ok. Maybe, but since when can't you can't change fluff? Having the mechanics of a warlock doesn't mean your patron can't be a carbon copy of what your clerics, paladins and druids are getting power from. Samurai mechanics don't require using an eastern themed campaign. Neither do assassins require a quasi-religious cult of death. Fluff is just like seasoning. Use it to taste.</p><p></p><p>WhErE dId ThE tRaInInG cOmE fRoM? The same place your casters' new spells came from, or any other feature that you didn't have last level. This is probably the most ridiculous argument against multiclassing. Its a fantasy game. Be fantastic.</p><p></p><p>The only real problem with multiclassing is that dips can take advantage of front-loaded classes. Dips of cleric, fighter, barbarian, warlock, and paladin are popular simply because 1-2 levels are all you need from them. The 2024 release looks like it deals with that by pushing abilities and subclasses to slightly higher levels. Other solutions might be class features scaling only with levels of that class, having a transition level that added HD and Proficiency Bonus, but nothing else before you could add an actual level in the new class, feats to pick up features from other classes, 0-level class abilities at your first level in the new class, or swapping features from one class for features from another. Personally, I like the UA model that we are looking at for the re-release, but there are tons of other ways to do this.</p></blockquote><p></p>
[QUOTE="Redwizard007, post: 9043645, member: 7024098"] Personally, I enjoy using multi-classing to build characters that aren't a carbon copy of every other vanilla toon that gets mentioned when chatting with other players. "Oh, you are playing a paladin too? Yeah, mine can't smite, but he gets to rage and use bardic inspiration." Flavor is free, after all. Is my Bard-barian OP? Hell to the no, but he's fun and more effective than I expected. Is the Hexblade/Paladin overshadowing me? Only in damage, and that's OK. Let him have his moments in the sun. I'll be busy ripping apart mooks while he novas on the boss. So, why not allow multiclassing? It's OP. Well, no. You can't make a multiclass character that's better than a wizard, but you can make fighters and rogues viable in play. The flavor doesn't fit. Ok. Maybe, but since when can't you can't change fluff? Having the mechanics of a warlock doesn't mean your patron can't be a carbon copy of what your clerics, paladins and druids are getting power from. Samurai mechanics don't require using an eastern themed campaign. Neither do assassins require a quasi-religious cult of death. Fluff is just like seasoning. Use it to taste. WhErE dId ThE tRaInInG cOmE fRoM? The same place your casters' new spells came from, or any other feature that you didn't have last level. This is probably the most ridiculous argument against multiclassing. Its a fantasy game. Be fantastic. The only real problem with multiclassing is that dips can take advantage of front-loaded classes. Dips of cleric, fighter, barbarian, warlock, and paladin are popular simply because 1-2 levels are all you need from them. The 2024 release looks like it deals with that by pushing abilities and subclasses to slightly higher levels. Other solutions might be class features scaling only with levels of that class, having a transition level that added HD and Proficiency Bonus, but nothing else before you could add an actual level in the new class, feats to pick up features from other classes, 0-level class abilities at your first level in the new class, or swapping features from one class for features from another. Personally, I like the UA model that we are looking at for the re-release, but there are tons of other ways to do this. [/QUOTE]
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