Storm-Bringer
First Post
I think I see what you are getting at, but again, Pun-pun doesn't demonstrate that multi-classing is the problem. The only (core) class Pun-pun has is... Wizard.GoodKingJayIII said:It was an extreme example, I'll certainly grant you that. My point remains the same; multiclassing in 3e was not perfect. It was (and I'd argue still is) the most robust multiclassing system we have in DnD. However, it was prone to wonky results. Its freedom allowed cherry-picking and wonky results like pun-pun. It didn't work well for non-casters. Most of the classes in the PHB are spellcasters, so multiclassing hurts most of the core classes. There were entire PrCs were constructed in order to bandaid certain concepts (fighter/wizard, cleric/wizard, etc.)
I don't necessarily disagree that some multi-classing choices are problematic, but see my reply above to JohnSnow.
I mean, right there, Pun-pun is a demigod. Already out of the realm of 'mortal' limitations.Divine Minion template said:Proxies
A divine proxy speaks and acts on behalf of the divine being. When the demand for a deity’s presence is too high, the deity may use proxies.
Proxies are divine minions invested with a small portion of the deity’s power. A deity may invest 1 rank of its power (reducing its divine rank accordingly) in a single servant for as long as the deity chooses. The minion must be physically present for the deity to perform the investiture. While so invested, the proxy gains any salient divine abilities held by the patron deity as well as the powers and abilities of a rank 1 demigod. Without the requisite ability scores or divine ranks, the proxy may not be able to use all those powers and abilities. A deity may have more than one proxy, but it must lose 1 divine rank for each proxy it invests. A deity can retrieve a single divine rank as a standard action, and doing so it does not require the physical presence of the proxy.
Secondly,
Pun-pun had to be dead first, and at any rate, all the admonitions in the article about not allowing Pun-pun as a PC are redundant. You can't apply the Petitioner template to a PC anyway.Petitioners
Some spirits demonstrate their devotion to their deity by traveling to the deity’s home plane. Those that survive the journey across the planes become servants of their deity. While a few may remain disembodied spirits, most become petitioners through the divine will of their patron deity.
In general, petitioners appear in the form that they had when they died, though they may be remade by deities to fit the nature of their particular afterlife. In general, petitioners who become divine servants are creatures that originally had at least 1 Intelligence and 1 Wisdom.
The following creature types may become petitioners depending on the deity: aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, and plants, oozes, and vermin with sufficient ability scores. Constructs and undead are not usually made into petitioners, though the spirits of their original forms may be. Elementals and outsiders tend to meld with their native planes, and as such do not become petitioners. Their spirits may still be called back from the dead, however.
The template presented below is for NPCs, not player characters. If dead characters who are petitioners are later restored to life (once again becoming player characters), they forget any of their experiences as petitioners.
In any case, without the sarrukh, none of it is possible. Again, one poorly thought out ability of a single monster allows all of that. Pun-pun is a very strong argument for more transparency in game design, so you don't have later splats causing all kinds of problems. But it has nothing whatsoever to do with multi-classing.
I can't disagree with any of this, either. If the argument is that D&D is to be strongly classed, you make excellent points. But using the 'evolution' argument that seems to be going around these days, D&D was evolving away from a strongly classed game since the latter days of 2nd edition. Kits, in particular, and various Player's Option books demonstrated that.4e has made a point of creating strong, tightly focused classes. I think they've done this well. As a result, multi-classing was not a priority for them and got pushed to the side. It leaves something to be desired for many people. (I may or may not be in this camp... haven't completely decided). However, I think the devs ignored multiclassing because each implementation has presented its own strange, sometimes detrimental problems. Multiclassing actually takes away from a strong class-based system, in that it puts too much focus on getting the most out of multiple classes, rather than just one.
If one is building a class based system, why dilute that system rather than strengthen it? It seems to me that if one wants a "multiclass character," one is better off looking at classless systems that allow a much different kind of advancement.