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Character Builds & Optimization
How many classes in multiclass is to much?
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<blockquote data-quote="ccs" data-source="post: 7607289" data-attributes="member: 6803664"><p>For me, the point where MC becomes "too much" is when it would distort the concept of the character because out-of-character it's only being chosen for the mechanical advantages. </p><p>A great example would be all those paladins who MC into warlock for the spell slot trick.</p><p></p><p>I almost never MC my own characters based on the rules. When I have it's been because:</p><p>1) In AD&D non-human characters could have multiple classes. But these had to be chosen at 1st lv & were essentially locked in from then onwards (with xp being evenly split between them). So if I wanted an Elf Fighter/wizard, etc....</p><p>2) In AD&D humans could permanently stop progressing in one class & start over in another one. The only reason I ever did this was when my character lost the ability to be the original class. For example; Paladins falling from grace. If you couldn't/wouldn't atone....</p><p>3) In 3x/PF there's plenty of Prestige Classes that all but require you to MC a few lvs of x/y/z. So mechanically you have to plan this out outside actual play.</p><p></p><p>Other than that? When I MC its because that's how the story is progressing. My last MC character was in Pathfinder, a Wizard (divination)/Paladin. My div wizard made it to lv.17 - and then MC into Paladin 1.</p><p></p><p>Here in 5e? I've considered MC twice.</p><p>* The 1st instance was with my warlock. I found a magic item that was infused with part an evil wizards spirit that would possess anyone picking it up/using it. It wouldn't affect your class mechanics, but it'd alter you personality/motivations. Those motivations/attitudes were NOT compatible with my characters patron.</p><p>The patron would not continue to teach my character magic, supply a familiar, etc.</p><p>So I was pondering what would fit going forward.</p><p>Fortunately the DM also realized that this change would not be fun for the game, would practically ruin a great character, and provided a way to reverse the corruption before I had to make any lasting mechanical change.</p><p>* The 2nd time was with a Barbarian.</p><p>The character is a barbarian because they are essentially untrained. Yes, they are tough & dangerous in combat. Yes, they rage. But that rage with its advantage to be hit & exhaustion is because of a lack of proper training. At around 6th/7th lv one of the players introduced a fighter. And through play began properly training the 1/2ling barbarian. Unfortunately the fighter was killed before managing to teach enough for me to MC into fighter (we rolled an Int save when I next lv up at 8th. I rolled poorly).</p></blockquote><p></p>
[QUOTE="ccs, post: 7607289, member: 6803664"] For me, the point where MC becomes "too much" is when it would distort the concept of the character because out-of-character it's only being chosen for the mechanical advantages. A great example would be all those paladins who MC into warlock for the spell slot trick. I almost never MC my own characters based on the rules. When I have it's been because: 1) In AD&D non-human characters could have multiple classes. But these had to be chosen at 1st lv & were essentially locked in from then onwards (with xp being evenly split between them). So if I wanted an Elf Fighter/wizard, etc.... 2) In AD&D humans could permanently stop progressing in one class & start over in another one. The only reason I ever did this was when my character lost the ability to be the original class. For example; Paladins falling from grace. If you couldn't/wouldn't atone.... 3) In 3x/PF there's plenty of Prestige Classes that all but require you to MC a few lvs of x/y/z. So mechanically you have to plan this out outside actual play. Other than that? When I MC its because that's how the story is progressing. My last MC character was in Pathfinder, a Wizard (divination)/Paladin. My div wizard made it to lv.17 - and then MC into Paladin 1. Here in 5e? I've considered MC twice. * The 1st instance was with my warlock. I found a magic item that was infused with part an evil wizards spirit that would possess anyone picking it up/using it. It wouldn't affect your class mechanics, but it'd alter you personality/motivations. Those motivations/attitudes were NOT compatible with my characters patron. The patron would not continue to teach my character magic, supply a familiar, etc. So I was pondering what would fit going forward. Fortunately the DM also realized that this change would not be fun for the game, would practically ruin a great character, and provided a way to reverse the corruption before I had to make any lasting mechanical change. * The 2nd time was with a Barbarian. The character is a barbarian because they are essentially untrained. Yes, they are tough & dangerous in combat. Yes, they rage. But that rage with its advantage to be hit & exhaustion is because of a lack of proper training. At around 6th/7th lv one of the players introduced a fighter. And through play began properly training the 1/2ling barbarian. Unfortunately the fighter was killed before managing to teach enough for me to MC into fighter (we rolled an Int save when I next lv up at 8th. I rolled poorly). [/QUOTE]
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