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*Pathfinder & Starfinder
How important is multi-classing, and why?
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<blockquote data-quote="Li Shenron" data-source="post: 5774351" data-attributes="member: 1465"><p>I think this problem should be adressed more deeply: the game should be playable even if some "roles" are missing from the party. I would want to see those words I highlighted in your post disappear from future incarnations of D&D <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>If no one is willing to play a support class, then the game should support the DM in adjusting an adventure so that it doesn't need that class. </p><p></p><p>In many ways it's possible to do it already, the problem is that the vast majority of published adventures assume you have the iconic roles covered. But the rules of the game (in any edition) don't really prevent the DM to make adventures that are even suitable to an all-fighters group, or all-wizards or all-rogues and so on. </p><p></p><p>Particularly, not having a healer in the party is considered a dread situation, but the truth is that it is not. Healing HP simply translates as having more HP, there is some tactical difference in that you can spread the healing on a need-basis, but if there is no healer in the party you can just have less encounters per day. Healing special conditions (you know like blindness, curses etc.) works differently, but again unless the conditions are permanent or lead to death if untreated (in which case the DM can just avoid them) not being able to heal them on the spot does not make the game unplayable, and it actually even make it more interesting.</p><p></p><p>(edit) </p><p></p><p>Similarly, if your party doesn't have a Rogue, the DM should just be careful not to drop traps which are too deadly or which can only be overcome by a Rogue disabling them. That doesn't mean you cannot have traps in your game...</p><p></p><p>The key is the idea (which is quite fundamental to me) that in a game of D&D there should always be more than a way to skin a cat. Players should be encouraged to play a game where their party cannot be capable at everything, so that they will be required to think.</p><p></p><p>And the last resort can always be to find an NPC who can do it for you.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5774351, member: 1465"] I think this problem should be adressed more deeply: the game should be playable even if some "roles" are missing from the party. I would want to see those words I highlighted in your post disappear from future incarnations of D&D ;) If no one is willing to play a support class, then the game should support the DM in adjusting an adventure so that it doesn't need that class. In many ways it's possible to do it already, the problem is that the vast majority of published adventures assume you have the iconic roles covered. But the rules of the game (in any edition) don't really prevent the DM to make adventures that are even suitable to an all-fighters group, or all-wizards or all-rogues and so on. Particularly, not having a healer in the party is considered a dread situation, but the truth is that it is not. Healing HP simply translates as having more HP, there is some tactical difference in that you can spread the healing on a need-basis, but if there is no healer in the party you can just have less encounters per day. Healing special conditions (you know like blindness, curses etc.) works differently, but again unless the conditions are permanent or lead to death if untreated (in which case the DM can just avoid them) not being able to heal them on the spot does not make the game unplayable, and it actually even make it more interesting. (edit) Similarly, if your party doesn't have a Rogue, the DM should just be careful not to drop traps which are too deadly or which can only be overcome by a Rogue disabling them. That doesn't mean you cannot have traps in your game... The key is the idea (which is quite fundamental to me) that in a game of D&D there should always be more than a way to skin a cat. Players should be encouraged to play a game where their party cannot be capable at everything, so that they will be required to think. And the last resort can always be to find an NPC who can do it for you. [/QUOTE]
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How important is multi-classing, and why?
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