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*Pathfinder & Starfinder
Excerpt: Multiclassing (merged)
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<blockquote data-quote="Mokona" data-source="post: 4196551" data-attributes="member: 24891"><p>I used black and white language in my original post when I should have been more nuanced. You've basically agreed with my point; the game designers assume you can fill each of the four roles.</p><p></p><p>The following paragraph supports my original point (even though it disagrees with the way I stated my evidence). Why? Because the mechanics that allow you to function without a Leader are leader-style mechanics available in other classes and therefore you're not getting a huge reward for your feat when you use a feat to get access to the Leader powers your group should have already had. If groups without a Leader have "different strengths" then I should have to decrease my power level to get back to regular strengths through multiclassing.</p><p></p><p>I like the new multiclass rules except the cost is slightly too high.</p><p></p><p>Quote Rob Heinsoo, "PC Roles", <a href="http://www.wizards.com/default.asp?x=dnd/drdd/20070831a" target="_blank">http://www.wizards.com/default.asp?x=dnd/drdd/20070831a</a>:</p><p></p><p>4th Edition <strong>has mechanics that allow</strong> groups that want to function without a Leader, or without a member of the other three roles, to persevere. <strong>Adventuring is usually easier if the group includes a Leader, a Defender, a Striker, and a Controller</strong>, but none of the four roles is absolutely essential. Groups that double or triple up on one role while leaving other roles empty are going to face different challenges. They’ll also have different strengths.</p></blockquote><p></p>
[QUOTE="Mokona, post: 4196551, member: 24891"] I used black and white language in my original post when I should have been more nuanced. You've basically agreed with my point; the game designers assume you can fill each of the four roles. The following paragraph supports my original point (even though it disagrees with the way I stated my evidence). Why? Because the mechanics that allow you to function without a Leader are leader-style mechanics available in other classes and therefore you're not getting a huge reward for your feat when you use a feat to get access to the Leader powers your group should have already had. If groups without a Leader have "different strengths" then I should have to decrease my power level to get back to regular strengths through multiclassing. I like the new multiclass rules except the cost is slightly too high. Quote Rob Heinsoo, "PC Roles", [url]http://www.wizards.com/default.asp?x=dnd/drdd/20070831a[/url]: 4th Edition [b]has mechanics that allow[/b] groups that want to function without a Leader, or without a member of the other three roles, to persevere. [b]Adventuring is usually easier if the group includes a Leader, a Defender, a Striker, and a Controller[/b], but none of the four roles is absolutely essential. Groups that double or triple up on one role while leaving other roles empty are going to face different challenges. They’ll also have different strengths. [/QUOTE]
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Excerpt: Multiclassing (merged)
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