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General Tabletop Discussion
*Dungeons & Dragons
How "optional" are rules like feats and multiclassing?
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<blockquote data-quote="Arial Black" data-source="post: 6834459" data-attributes="member: 6799649"><p>Knowing the history of D&D, and the way the rules were written, it seems to me like both rules are part of the core game. However, for marketing reasons, they wanted to make it easier (less complex) for all the newbies they hoped to attract. So they labelled feats and multiclassing as optional.</p><p></p><p>Making them optional feels like riding a bike with stabilisers: fine when you're learning to ride, but you want those stabilisers off as soon as you get the hang of it!</p><p></p><p>Don't use those rules if the game is being played by those new to the hobby, but as soon as they get the hang of the game take those stabilisers off and let them choose feats and allow them to multiclass if they want. They will have more fun if they can develop their own PC the way they want.</p><p></p><p>In one way it increases complexity, but in another way it doesn't because you are still playing a single character with a defined set of abilities. Who cares which classes gave them those abilities! Multiclassing changes your suite of options from 12 base classes to....thousands! You have more options, sure, but only one actual PC.</p></blockquote><p></p>
[QUOTE="Arial Black, post: 6834459, member: 6799649"] Knowing the history of D&D, and the way the rules were written, it seems to me like both rules are part of the core game. However, for marketing reasons, they wanted to make it easier (less complex) for all the newbies they hoped to attract. So they labelled feats and multiclassing as optional. Making them optional feels like riding a bike with stabilisers: fine when you're learning to ride, but you want those stabilisers off as soon as you get the hang of it! Don't use those rules if the game is being played by those new to the hobby, but as soon as they get the hang of the game take those stabilisers off and let them choose feats and allow them to multiclass if they want. They will have more fun if they can develop their own PC the way they want. In one way it increases complexity, but in another way it doesn't because you are still playing a single character with a defined set of abilities. Who cares which classes gave them those abilities! Multiclassing changes your suite of options from 12 base classes to....thousands! You have more options, sure, but only one actual PC. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
How "optional" are rules like feats and multiclassing?
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