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<blockquote data-quote="Lanefan" data-source="post: 7182098" data-attributes="member: 29398"><p>You ban halflings? You don't mention gnomes, so I assume you allow those? That's going to have a negative effect on your alignment audit, you know.</p><p></p><p>As far as I'm concerned, in general the harder it is to multiclass the better. You could even ban it outright and I wouldn't shed any tears.</p><p></p><p>3e's version of multiclassing was, in my own experience having tried it, rather awful; particularly if one or both classes was a caster.</p><p></p><p>I don't mind it at all, for a few reasons:</p><p></p><p>- it allows me to more easily run adventures in vastly different climates and settings (desert, arctic, jungle, etc.) now and then without having to DM weeks or months of travel</p><p>- in my game teleportation has risks (<strong>this is an important balancer!</strong>); in that in most cases every time you use it there's a small chance you'll end up in solid rock or something similar: dead</p><p>- it gives parties more choices as to what to do next and how to go about it</p><p>- it requires a lot of resource use to be able to take an entire party along on a teleport</p><p></p><p>The one I did have to rein in was Planeshift, as even in 1e it has no risk and can take more people; what I did (to quite good effect thus far) was restrict the arrival points to one of a) your first point of entry to a given plane*, or b) a previously-visited temple to your own deity. The only exception is when going to your own deity's home plane your arrival point is predetermined (though always safe).</p><p></p><p>* - on anyone's home world this would, of course, be their birthplace</p><p></p><p>Lan-"if the Great Serpent of the Norse was just a bit bigger it'd be 'planes on a snake'"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7182098, member: 29398"] You ban halflings? You don't mention gnomes, so I assume you allow those? That's going to have a negative effect on your alignment audit, you know. As far as I'm concerned, in general the harder it is to multiclass the better. You could even ban it outright and I wouldn't shed any tears. 3e's version of multiclassing was, in my own experience having tried it, rather awful; particularly if one or both classes was a caster. I don't mind it at all, for a few reasons: - it allows me to more easily run adventures in vastly different climates and settings (desert, arctic, jungle, etc.) now and then without having to DM weeks or months of travel - in my game teleportation has risks ([B]this is an important balancer![/B]); in that in most cases every time you use it there's a small chance you'll end up in solid rock or something similar: dead - it gives parties more choices as to what to do next and how to go about it - it requires a lot of resource use to be able to take an entire party along on a teleport The one I did have to rein in was Planeshift, as even in 1e it has no risk and can take more people; what I did (to quite good effect thus far) was restrict the arrival points to one of a) your first point of entry to a given plane*, or b) a previously-visited temple to your own deity. The only exception is when going to your own deity's home plane your arrival point is predetermined (though always safe). * - on anyone's home world this would, of course, be their birthplace Lan-"if the Great Serpent of the Norse was just a bit bigger it'd be 'planes on a snake'"-efan [/QUOTE]
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