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Encouraging players to role-play multiclassing?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1378733" data-attributes="member: 6398"><p>I think I'm in agreement with you on this. That is to say, I heard/read once a comparison to a Class (in 3E) to a "skills set", and that D&D was just a matter of combining various amounts of different skill sets to make up most of the character's mechanicis.</p><p> </p><p>In that regard, for Base Classes at least, I don't so much consider it "class training" as it is training for the things you can't do yet but are now elidgable to learn. Example: A 5th Level Rogue takes a level of Fighter. Now, here's what the PC gets that I'd likely just make automatic (i.e., no training of any sort required because the character is actually just making these better): BAB, Saves, and Skill Points. What I would have a problem with, unless previous in-game events indicate otherwise, is his new found ability to wear any form of armor, use any type of shield, and use any non-exotic weapon. In addition, past events may or may not support the Feat chosen at that level (two, infact, as one is gained for Character Level 6).</p><p> </p><p>Now, am I going to be an <em>absolute</em> jerk and deny these things? No. Despite popular believe, I'm not a complete tightass. But I would require some degree of practice time (yes, off stage, but the time allocated just so it's known what the PC is doing, when he's doing it, and for how long it's part of his "daily routine"). He may not necessarily need a teacher, and the teacher need not be better or higher level (i.e., why can't a 6th Level character learn Improved Sunder from a 3rd Level character?), although having one would effectively reduce the time I would require.</p><p> </p><p>I also use "familiarity" rules; For instance, the above Rogue would be considered to have the proficiencies Fighter gives him, but is still "unfamiliar" with it's use. Using an unfamiliar weapon in actual combat (or unfamiliar armor) carries the usual penalties for being non-proficient, but the penalties down-grade significantly over a (short) period of time, until finally vanishing entirely. Training takes a little longer, but obviously the non-lethal conditions of training has its own benefits.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1378733, member: 6398"] I think I'm in agreement with you on this. That is to say, I heard/read once a comparison to a Class (in 3E) to a "skills set", and that D&D was just a matter of combining various amounts of different skill sets to make up most of the character's mechanicis. In that regard, for Base Classes at least, I don't so much consider it "class training" as it is training for the things you can't do yet but are now elidgable to learn. Example: A 5th Level Rogue takes a level of Fighter. Now, here's what the PC gets that I'd likely just make automatic (i.e., no training of any sort required because the character is actually just making these better): BAB, Saves, and Skill Points. What I would have a problem with, unless previous in-game events indicate otherwise, is his new found ability to wear any form of armor, use any type of shield, and use any non-exotic weapon. In addition, past events may or may not support the Feat chosen at that level (two, infact, as one is gained for Character Level 6). Now, am I going to be an [i]absolute[/i] jerk and deny these things? No. Despite popular believe, I'm not a complete tightass. But I would require some degree of practice time (yes, off stage, but the time allocated just so it's known what the PC is doing, when he's doing it, and for how long it's part of his "daily routine"). He may not necessarily need a teacher, and the teacher need not be better or higher level (i.e., why can't a 6th Level character learn Improved Sunder from a 3rd Level character?), although having one would effectively reduce the time I would require. I also use "familiarity" rules; For instance, the above Rogue would be considered to have the proficiencies Fighter gives him, but is still "unfamiliar" with it's use. Using an unfamiliar weapon in actual combat (or unfamiliar armor) carries the usual penalties for being non-proficient, but the penalties down-grade significantly over a (short) period of time, until finally vanishing entirely. Training takes a little longer, but obviously the non-lethal conditions of training has its own benefits. [/QUOTE]
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Encouraging players to role-play multiclassing?
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