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General Tabletop Discussion
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Dual classing; solution to multiclassing?
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<blockquote data-quote="Mephista" data-source="post: 7255545" data-attributes="member: 6786252"><p>This isn't a minor decrease in power. This is a system that's going to be a rather major decrease of ability outside of very specific combinations. Its not going to allow hybridization, its going to simply be a tool for system mastery to create specific synergies that potentially unbalance the game when discovered. </p><p></p><p>Promising that you'll be able to play, oh, a draconborn paladin-sorcerer, lets say. You won't actually be able to play as either in any meaningful way until level 5 at earliest, and even then, you'll be scouring your resources desperately to merely contribute a portion of the amount that a full class paladin can for another 3 levels, until 8. Given that most games end around level 10, that's only two out of all the game that you'll be contributing on the same level as all the non-hybrid people.</p><p></p><p>Then, lets take the sorlock. Eldritch Blast scales off character level, so you always have a powerful attack irregardless of anything else. Then, you have an near infinite supply of Sorcery points to mess around with, easily refilled during short breaks. You're more effective than a pure class sorcerer or warlock, because you have far more resources than the former should, and a ton of metamagic to make the latter's powers twice as effective. Its the difference between heaven and earth when you find ones that synergize right. This is a tool that rewards system mastery, not something that enables new concepts.</p><p></p><p>And, really, just how are you going to "boost up" an underperforming PC? With overpowered magic items? Having to rewrite the rules mid game? This isn't a minor tweak. Its pretty significant.</p></blockquote><p></p>
[QUOTE="Mephista, post: 7255545, member: 6786252"] This isn't a minor decrease in power. This is a system that's going to be a rather major decrease of ability outside of very specific combinations. Its not going to allow hybridization, its going to simply be a tool for system mastery to create specific synergies that potentially unbalance the game when discovered. Promising that you'll be able to play, oh, a draconborn paladin-sorcerer, lets say. You won't actually be able to play as either in any meaningful way until level 5 at earliest, and even then, you'll be scouring your resources desperately to merely contribute a portion of the amount that a full class paladin can for another 3 levels, until 8. Given that most games end around level 10, that's only two out of all the game that you'll be contributing on the same level as all the non-hybrid people. Then, lets take the sorlock. Eldritch Blast scales off character level, so you always have a powerful attack irregardless of anything else. Then, you have an near infinite supply of Sorcery points to mess around with, easily refilled during short breaks. You're more effective than a pure class sorcerer or warlock, because you have far more resources than the former should, and a ton of metamagic to make the latter's powers twice as effective. Its the difference between heaven and earth when you find ones that synergize right. This is a tool that rewards system mastery, not something that enables new concepts. And, really, just how are you going to "boost up" an underperforming PC? With overpowered magic items? Having to rewrite the rules mid game? This isn't a minor tweak. Its pretty significant. [/QUOTE]
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