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General Tabletop Discussion
*Dungeons & Dragons
How "optional" are rules like feats and multiclassing?
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<blockquote data-quote="BoldItalic" data-source="post: 6834327" data-attributes="member: 6777052"><p>I would suggest disallowing them both to begin with, and play through levels 1-5 without them. After that, you and your players will a have a good feeling for how the classes work in the game and you can review the options.</p><p></p><p>If you then decide to allow feats, the fighter(s) will have the option to pick one at level 6 instead of taking an ability score improvement. (Everybody will have got one of those at level 4). If they do or don't, it won't make a huge difference to the way the game plays out, but if a particular feat appeals to a fighter player and helps to round out the way his character concept has evolved, it does no harm to allow it. Then, when you get to level 8, everyone else gets the option too and the players will be able to see from how it worked out for the fighter, whether or not they want to take a feat; if it's cool and fun or a bit meh.</p><p></p><p>Likewise for multi-classing. By level 5 or so, players should be well-established in their classes and starting to play a new class alongside it shouldn't be too much of a distraction, but ideally there should be a strong narrative justification for it in the context of the campaign. If you allow a player to multiclass too early, it will dilute the progression of both classes (or all of them, if they really go wild) and the player will not get the full flavour of what any of the classes mean.</p><p></p><p>By the way, don't be tempted to start the characters at higher levels in your first game. A session or two at level 1 will allow you and the players to develop their characters as roles and have a lot of fun without being distracted by learning too much in the way of game mechanics. Level 1 is fun if you are new to 5e (and even if you aren't <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p></blockquote><p></p>
[QUOTE="BoldItalic, post: 6834327, member: 6777052"] I would suggest disallowing them both to begin with, and play through levels 1-5 without them. After that, you and your players will a have a good feeling for how the classes work in the game and you can review the options. If you then decide to allow feats, the fighter(s) will have the option to pick one at level 6 instead of taking an ability score improvement. (Everybody will have got one of those at level 4). If they do or don't, it won't make a huge difference to the way the game plays out, but if a particular feat appeals to a fighter player and helps to round out the way his character concept has evolved, it does no harm to allow it. Then, when you get to level 8, everyone else gets the option too and the players will be able to see from how it worked out for the fighter, whether or not they want to take a feat; if it's cool and fun or a bit meh. Likewise for multi-classing. By level 5 or so, players should be well-established in their classes and starting to play a new class alongside it shouldn't be too much of a distraction, but ideally there should be a strong narrative justification for it in the context of the campaign. If you allow a player to multiclass too early, it will dilute the progression of both classes (or all of them, if they really go wild) and the player will not get the full flavour of what any of the classes mean. By the way, don't be tempted to start the characters at higher levels in your first game. A session or two at level 1 will allow you and the players to develop their characters as roles and have a lot of fun without being distracted by learning too much in the way of game mechanics. Level 1 is fun if you are new to 5e (and even if you aren't :) ). [/QUOTE]
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How "optional" are rules like feats and multiclassing?
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