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General Tabletop Discussion
*Dungeons & Dragons
How "optional" are rules like feats and multiclassing?
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<blockquote data-quote="Illithidbix" data-source="post: 6834486" data-attributes="member: 12283"><p><strong>Short Answer: Yes.</strong></p><p></p><p>If you run without Multiclassing and feats. the game will run fine.</p><p>The players will still have lots of options between the backgrounds, subclasses, maneuvers, spells, skill etc.</p><p></p><p><strong>Long Answer: Yesssssssssssss.</strong></p><p>It might in fact work better for balance between the classes.</p><p></p><p><strong>Feats</strong></p><p>I've heard various claims that Big Sword Fighters and Bow Fighters get significantly weaker if they can't access Great Weapon Master or Sharpshooter.</p><p></p><p>But I've also heard *more* claims that this is because Great Weapon Master and Sharpshooter can become somewhat over powerful if the players can gain reliable sources of Advantage/Attack bonuses (e.g. Bless) to overcome the -5 to hit for +10 damage feature.</p><p></p><p>Fighters and Rogues get more Ability Score Improvements than the other classes so *may* at higher levels feel the pinch, but I'm not convinced.</p><p></p><p><strong>Multiclassing</strong></p><p>Multiclassing is potentially a powerful disappointment engine, the main problem isn't that it opens the gateway POWERFUL BUILDZ! </p><p>It is in fact that it is a lot easier to accidentally creating a weak character. Which is fairly *hard* if you follow the obvious steps with most classes.</p><p></p><p>Multiclassing can add breadth to your character and fun options, but mostly it seems you're just better off sticking with your core class.</p><p></p><p>Esp. because "Ability Score Improvements" is actually a class feature, not a function of your character's total levels like it was in earlier editions.</p><p></p><p>Similarly although multi classing now lets spellcasters still have high level spell slots, you still can't have spells known and prepared that are higher than you could have based upon the individual levels of the spell casting classes.</p><p></p><p><em>(e.g a character with 4 levels in Wizard and 4 Levels in Cleric would have 3rd and 4th level spell slots, but they can't cast wizard or cleric spells higher than 2nd level. They would have to just cast more powerful versions of their 1st and 2nd level spells with the higher level spell slots.)</em></p><p></p><p></p><p>Almost all the "powerful" multiclass builds I've encountered involve a few reoccurring combinations.</p><p></p><p>Getting 2 levels of Fighter for action surge.</p><p>Getting 3 levels of Rogue (Assassin) for Assassinate. (Or at least when multiple Attacks from being a Fighter and Action Surge)</p><p>Getting 2 levels of Warlock for Eldritch Blast, Hex and Agonizing Blast then going up another Charisma based spell casting Class.</p><p>Getting 1 level of Life, Tempest, Nature or War Cleric to get proficiency in Heavy Armour.</p><p></p><p>There may well be more that I'm missing.</p><p></p><p><strong>Variant Human</strong></p><p>The Standard Human gets +1 to all six ability scores.</p><p>The Variant Human gets +1 to two ability scores of their choice and proficiency in a skill and a feat.</p><p></p><p>Personally I actually prefer the variant human to the standard human.</p><p>Because the benefit of +1 to all six ability scores very much depends upon the character gen system, and how many odd numbers you get in you Ability Scores.</p><p></p><p>The standard array (15,14,13,12,10,8) doesn't benefit much from six +1's.</p><p>If you roll for stats then it depends how many odd numbers you can roll. It could be great or useless.</p><p>With the 27 point buy system you can milk far more benefit.</p></blockquote><p></p>
[QUOTE="Illithidbix, post: 6834486, member: 12283"] [b]Short Answer: Yes.[/b] If you run without Multiclassing and feats. the game will run fine. The players will still have lots of options between the backgrounds, subclasses, maneuvers, spells, skill etc. [b]Long Answer: Yesssssssssssss.[/b] It might in fact work better for balance between the classes. [b]Feats[/b] I've heard various claims that Big Sword Fighters and Bow Fighters get significantly weaker if they can't access Great Weapon Master or Sharpshooter. But I've also heard *more* claims that this is because Great Weapon Master and Sharpshooter can become somewhat over powerful if the players can gain reliable sources of Advantage/Attack bonuses (e.g. Bless) to overcome the -5 to hit for +10 damage feature. Fighters and Rogues get more Ability Score Improvements than the other classes so *may* at higher levels feel the pinch, but I'm not convinced. [b]Multiclassing[/b] Multiclassing is potentially a powerful disappointment engine, the main problem isn't that it opens the gateway POWERFUL BUILDZ! It is in fact that it is a lot easier to accidentally creating a weak character. Which is fairly *hard* if you follow the obvious steps with most classes. Multiclassing can add breadth to your character and fun options, but mostly it seems you're just better off sticking with your core class. Esp. because "Ability Score Improvements" is actually a class feature, not a function of your character's total levels like it was in earlier editions. Similarly although multi classing now lets spellcasters still have high level spell slots, you still can't have spells known and prepared that are higher than you could have based upon the individual levels of the spell casting classes. [i](e.g a character with 4 levels in Wizard and 4 Levels in Cleric would have 3rd and 4th level spell slots, but they can't cast wizard or cleric spells higher than 2nd level. They would have to just cast more powerful versions of their 1st and 2nd level spells with the higher level spell slots.)[/i] Almost all the "powerful" multiclass builds I've encountered involve a few reoccurring combinations. Getting 2 levels of Fighter for action surge. Getting 3 levels of Rogue (Assassin) for Assassinate. (Or at least when multiple Attacks from being a Fighter and Action Surge) Getting 2 levels of Warlock for Eldritch Blast, Hex and Agonizing Blast then going up another Charisma based spell casting Class. Getting 1 level of Life, Tempest, Nature or War Cleric to get proficiency in Heavy Armour. There may well be more that I'm missing. [b]Variant Human[/b] The Standard Human gets +1 to all six ability scores. The Variant Human gets +1 to two ability scores of their choice and proficiency in a skill and a feat. Personally I actually prefer the variant human to the standard human. Because the benefit of +1 to all six ability scores very much depends upon the character gen system, and how many odd numbers you get in you Ability Scores. The standard array (15,14,13,12,10,8) doesn't benefit much from six +1's. If you roll for stats then it depends how many odd numbers you can roll. It could be great or useless. With the 27 point buy system you can milk far more benefit. [/QUOTE]
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