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General Tabletop Discussion
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Do you multiclass for raw mechanical power or for character reasons?
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<blockquote data-quote="Sleepy Walker" data-source="post: 7389043" data-attributes="member: 6924770"><p>I always try to make a character that is whole from many angles. The story and the mechanics mesh as much as possible. Sometimes I start from the mechanical aspect and fill in the story afterwards. Sometimes I start from the story side and fill in the mechanics afterwards. Sometimes I alternate and sometimes I get a broad idea (general classes) and fill in other aspects as I flesh out the character more.</p><p></p><p>So I always try to justify the class in-game. At the table I play, the RP is where the fun consistently is, since having a few cool tricks gets old after about half a year (though monk tricks last longer due to sheer variety). When I look back I remember the fun character interactions, not necessarily the 10th time I got off hunter's mark + 4 d6 attacks + 30 static damage. I must admit that I normally draw the line at 2 classes in a character, since I am not a fan of dips and prefer getting the advantages most classes have within the first 8 levels or so.</p><p></p><p>(not hard to do lots of damage, so is not that memorable. Harder to get those random interesting interactions, so memorable and worth pursuing regardless of character mechanics).</p></blockquote><p></p>
[QUOTE="Sleepy Walker, post: 7389043, member: 6924770"] I always try to make a character that is whole from many angles. The story and the mechanics mesh as much as possible. Sometimes I start from the mechanical aspect and fill in the story afterwards. Sometimes I start from the story side and fill in the mechanics afterwards. Sometimes I alternate and sometimes I get a broad idea (general classes) and fill in other aspects as I flesh out the character more. So I always try to justify the class in-game. At the table I play, the RP is where the fun consistently is, since having a few cool tricks gets old after about half a year (though monk tricks last longer due to sheer variety). When I look back I remember the fun character interactions, not necessarily the 10th time I got off hunter's mark + 4 d6 attacks + 30 static damage. I must admit that I normally draw the line at 2 classes in a character, since I am not a fan of dips and prefer getting the advantages most classes have within the first 8 levels or so. (not hard to do lots of damage, so is not that memorable. Harder to get those random interesting interactions, so memorable and worth pursuing regardless of character mechanics). [/QUOTE]
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Do you multiclass for raw mechanical power or for character reasons?
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