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General Tabletop Discussion
*Pathfinder & Starfinder
How important is multi-classing, and why?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5777227" data-attributes="member: 54877"><p>In support of Celebrim's points, it should also be noted that more than a few Fantasy Hero groups over the years have managed campaigns by putting together packages of abilities that had to be bought together, and had prerequisites. In effect, they took the Lego blocks and built classes with it before the game started, and then stuck to those classes unless a major problem arose. (I never went that far with Fantasy Hero, but I approached it a couple of times.)</p><p> </p><p>I don't know how much it changed in GURPS 4th ed., but in GURPS 3rd, in the default game some pieces remained individual blocks while others had defacto ties. In particular, the default GURPS spells came in groups with prerequisites. </p><p> </p><p>The advantage of this approach is that if you know the system well, you'll get probably very close to the exact classes you want. And if you don't get it right the first time, since you put them together, you also know how to take them back apart and fix them. The disadvantages should be obvious, but note that they are far worse for people who aren't used to thinking in terms of building/modeling things.</p><p> </p><p>Now, of course one way you could square that circle theoretically is to have the designers go the Lego route, not release that into the wild at first, and build the initial stuff they do release out of the pieces. Later, they then release the underlying framework as a supplement, and it is assumed as part of the design that you never go straight to the Lego pieces, but must first use them to build something acceptable which can then be used. That might even work. My biggest reservation for that is that Hero and GURPS have spent a <strong>long</strong> time honing there systems, yet they are still niche.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5777227, member: 54877"] In support of Celebrim's points, it should also be noted that more than a few Fantasy Hero groups over the years have managed campaigns by putting together packages of abilities that had to be bought together, and had prerequisites. In effect, they took the Lego blocks and built classes with it before the game started, and then stuck to those classes unless a major problem arose. (I never went that far with Fantasy Hero, but I approached it a couple of times.) I don't know how much it changed in GURPS 4th ed., but in GURPS 3rd, in the default game some pieces remained individual blocks while others had defacto ties. In particular, the default GURPS spells came in groups with prerequisites. The advantage of this approach is that if you know the system well, you'll get probably very close to the exact classes you want. And if you don't get it right the first time, since you put them together, you also know how to take them back apart and fix them. The disadvantages should be obvious, but note that they are far worse for people who aren't used to thinking in terms of building/modeling things. Now, of course one way you could square that circle theoretically is to have the designers go the Lego route, not release that into the wild at first, and build the initial stuff they do release out of the pieces. Later, they then release the underlying framework as a supplement, and it is assumed as part of the design that you never go straight to the Lego pieces, but must first use them to build something acceptable which can then be used. That might even work. My biggest reservation for that is that Hero and GURPS have spent a [B]long[/B] time honing there systems, yet they are still niche. [/QUOTE]
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Community
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How important is multi-classing, and why?
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