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General Tabletop Discussion
Character Builds & Optimization
How many classes in multiclass is to much?
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<blockquote data-quote="Blue" data-source="post: 7606824" data-attributes="member: 20564"><p>For me, multiclassing is a great tool for building a concept that falls between some classes. I've seen multiclassing to two and even three done quite well.</p><p></p><p>On the other hand, I've seen multiclassing being used to cherry pick advantages from various classes - those can fall flat with even just 2 if you're doing it for mechanics instead of for a concept. "My paladin is going to take a level of warlock (hexblade) so I can use CHR to attack." (Mind you, I could see a hexblade/paladin with great concept - that's not saying you can't be effective AND have a strong concept.</p><p></p><p>I played with a player who was 7th level and had 4 classes. That ... well, that was likely too much. He was so spread that he wasn't getting any advanced features, no ASIs, and all in all the rest of us were heroes and he fulfilled his concept but was just far behind in helping to support the rest of the party even with a bunch of good abilities.</p><p></p><p>As a side note, I worry a bit when I see 20th level builds like Fighter 5/Rogue 12/Ranger 3 - if you are playing up the levels it's very easy to shoot yourself in the foot with multiclassing. If you have a character that doesn't come together mechancially until the campaign is nearly over (and most campaigns don't get up to 20) then you'll be feeling sad that you ever multiclassed. I'd suggest keeping number proportional to your character level, potentially not even grabbing a second calss (or just 1 level) until after the power bump at level 5. And don't forget to get your ASI (unless you are rolling and rolled like a god).</p></blockquote><p></p>
[QUOTE="Blue, post: 7606824, member: 20564"] For me, multiclassing is a great tool for building a concept that falls between some classes. I've seen multiclassing to two and even three done quite well. On the other hand, I've seen multiclassing being used to cherry pick advantages from various classes - those can fall flat with even just 2 if you're doing it for mechanics instead of for a concept. "My paladin is going to take a level of warlock (hexblade) so I can use CHR to attack." (Mind you, I could see a hexblade/paladin with great concept - that's not saying you can't be effective AND have a strong concept. I played with a player who was 7th level and had 4 classes. That ... well, that was likely too much. He was so spread that he wasn't getting any advanced features, no ASIs, and all in all the rest of us were heroes and he fulfilled his concept but was just far behind in helping to support the rest of the party even with a bunch of good abilities. As a side note, I worry a bit when I see 20th level builds like Fighter 5/Rogue 12/Ranger 3 - if you are playing up the levels it's very easy to shoot yourself in the foot with multiclassing. If you have a character that doesn't come together mechancially until the campaign is nearly over (and most campaigns don't get up to 20) then you'll be feeling sad that you ever multiclassed. I'd suggest keeping number proportional to your character level, potentially not even grabbing a second calss (or just 1 level) until after the power bump at level 5. And don't forget to get your ASI (unless you are rolling and rolled like a god). [/QUOTE]
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