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Explainable multiclassing
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<blockquote data-quote="KahlessNestor" data-source="post: 6753254" data-attributes="member: 6801311"><p>As a player, I don't multi-class. I really don't like it and there's so much to learn about your single class before wanting to consider multiclassing.</p><p></p><p>As I'm considering DMing a game, I've been giving this some thought. As with the OP, I dislike multiclassing mostly on story reasons, i.e. most players I've seen using it on various boards don't care about story. They just want some cool/overpowered ability. I admit to being a huge fan of paladins, and the current OP drooling over paladin/warlock sets my teeth on edge. To me (and just about every published setting I've read), a paladin is the epitome of the representative of a god. They WOULDN'T make a pact with another otherworldly power. In my world, if they did, they would lose their paladin abilities (same with clerics). The only exception I might make is the Oath of the Ancient/Feypact.</p><p></p><p>Now if a player had a good backstory reason to want to multiclass that they have thought out ahead of time, I would probably allow it and work it into the game. If during the game a player just wanted to grab levels in X because Y, then I would require some in-story explanation and possibly training. The only exception might be sorcerer because I consider that kind of like a spontaneous "mutation" (call Professor X!) of magical power.</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 6753254, member: 6801311"] As a player, I don't multi-class. I really don't like it and there's so much to learn about your single class before wanting to consider multiclassing. As I'm considering DMing a game, I've been giving this some thought. As with the OP, I dislike multiclassing mostly on story reasons, i.e. most players I've seen using it on various boards don't care about story. They just want some cool/overpowered ability. I admit to being a huge fan of paladins, and the current OP drooling over paladin/warlock sets my teeth on edge. To me (and just about every published setting I've read), a paladin is the epitome of the representative of a god. They WOULDN'T make a pact with another otherworldly power. In my world, if they did, they would lose their paladin abilities (same with clerics). The only exception I might make is the Oath of the Ancient/Feypact. Now if a player had a good backstory reason to want to multiclass that they have thought out ahead of time, I would probably allow it and work it into the game. If during the game a player just wanted to grab levels in X because Y, then I would require some in-story explanation and possibly training. The only exception might be sorcerer because I consider that kind of like a spontaneous "mutation" (call Professor X!) of magical power. [/QUOTE]
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