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General Tabletop Discussion
*Pathfinder & Starfinder
How important is multi-classing, and why?
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<blockquote data-quote="Li Shenron" data-source="post: 5774230" data-attributes="member: 1465"><p>After years of experience, I don't think it is necessary to have it in the game.</p><p></p><p>Single-class characters should allow some flexibility for differentiation. 3ed had the perfect system at hand: Feats. Unfortunately characters had too few feats to differentiate significantly (notice how giving some more feats than normal was such a widespread house rule). Furthermore many 3ed classes had fixed abilities at certain levels, where instead they could have had a pool of class-specific abilities to choose from, like the Rogue had but only at higher levels and again too few to choose from and not frequently enough.</p><p></p><p>In my personal experience, multiclassing is not really needed to create a character concept: if you have enough flexibility in feats/class features and also in skills and spells, YOU CAN create every character concept you can think about, eventually with the help of a make-up of flavor.</p><p></p><p>In my experience players use multiclassing only because they are undecided on what role they want their character to have, and want to be good at 2 roles or 3 instead of just accepting one role (or worse, they just want to min-max). They want to be good fighters AND wizards at the same time. I am quite old-fashioned and I think a roleplay game is a game of roles, so pick one at a time. An adventuring party should be capable of handling any non-special adventure with just 3 roles, even if that means 1-2 basic roles are missing from the party (meaning that no single role should be absolutely mandatory to handle an average adventure), so this should not be an excuse for everyone to pretend to dip into Rogue or Fighter classes.</p><p></p><p>Of course 5e should cater to everyone, so multiclassing will certainly be included. Also, after all it's better to have a single decent multiclassing rule than dozens of additional classes which essentially offer nothing new but a mix of the core classes. Both of these for me are inferior design choices than having a small bunch of core classes with good flexibility. </p><p></p><p>I would prefer at least if the multiclassing rule would be moved from PHB to DMG... I've seen it all the time in 3ed players writing up multiclass PCs (except beginners and spellcasters) and then complain that the game didn't offer good reasons to stay single class. Ban multiclassing from the PHB and you have your reason <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5774230, member: 1465"] After years of experience, I don't think it is necessary to have it in the game. Single-class characters should allow some flexibility for differentiation. 3ed had the perfect system at hand: Feats. Unfortunately characters had too few feats to differentiate significantly (notice how giving some more feats than normal was such a widespread house rule). Furthermore many 3ed classes had fixed abilities at certain levels, where instead they could have had a pool of class-specific abilities to choose from, like the Rogue had but only at higher levels and again too few to choose from and not frequently enough. In my personal experience, multiclassing is not really needed to create a character concept: if you have enough flexibility in feats/class features and also in skills and spells, YOU CAN create every character concept you can think about, eventually with the help of a make-up of flavor. In my experience players use multiclassing only because they are undecided on what role they want their character to have, and want to be good at 2 roles or 3 instead of just accepting one role (or worse, they just want to min-max). They want to be good fighters AND wizards at the same time. I am quite old-fashioned and I think a roleplay game is a game of roles, so pick one at a time. An adventuring party should be capable of handling any non-special adventure with just 3 roles, even if that means 1-2 basic roles are missing from the party (meaning that no single role should be absolutely mandatory to handle an average adventure), so this should not be an excuse for everyone to pretend to dip into Rogue or Fighter classes. Of course 5e should cater to everyone, so multiclassing will certainly be included. Also, after all it's better to have a single decent multiclassing rule than dozens of additional classes which essentially offer nothing new but a mix of the core classes. Both of these for me are inferior design choices than having a small bunch of core classes with good flexibility. I would prefer at least if the multiclassing rule would be moved from PHB to DMG... I've seen it all the time in 3ed players writing up multiclass PCs (except beginners and spellcasters) and then complain that the game didn't offer good reasons to stay single class. Ban multiclassing from the PHB and you have your reason :D [/QUOTE]
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How important is multi-classing, and why?
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