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How should multiclassing be handled in 5E?
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<blockquote data-quote="MoonSong" data-source="post: 6101746" data-attributes="member: 6689464"><p>Well like I keep saying, players use multiclassing for wildy different goals: </p><p></p><p></p><ul> <li data-xf-list-type="ul">To round up a given character</li> <li data-xf-list-type="ul">To accurately express a given character concept</li> <li data-xf-list-type="ul">To create special snowflakes</li> <li data-xf-list-type="ul">To basically play two or more characters in one</li> <li data-xf-list-type="ul">To qualiffy for special things (paragon paths, prestige classes, magic items , feats)</li> <li data-xf-list-type="ul">As an organic way to reflect the ongoing character evolution beyond a limited niche</li> <li data-xf-list-type="ul">To play a cool character concept not available otherwise</li> <li data-xf-list-type="ul">In order to optimize</li> <li data-xf-list-type="ul">As a mean for power</li> <li data-xf-list-type="ul">As a mean for munchkinism</li> </ul><p></p><p>I don't believe on putting artificial restrictions on it, no need to punish players for multiclassing, except for perhaps the last two, all reasons for multiclassing are pretty mild and harmless. I don't know where this general feeling of MCphobia came up from but there isn't absolutely anything wrong with it. Also I think that any effort to use XP in order to balance multiclass is doomed to fail, (I've just witnessed too much people who don't use XP at all, and I've been on many 2e games when the DM just said "start at x level" instead of "start at y XP"). Also I believe that any attempt to use one-size-fits-all will left many people unsatisfied, no single method will work for all purposes and goals. So since I cannot just await for WotC to magically learn and use my own method (which allows pretty good flexibility on all fronts, from multiclassing out of the gate, gainning a perk, combining classes to "I know I'm been a thief, a wariror and a street performer, but woke up and just wanted to be a priest today") I have to say "all of them"</p><p></p><p></p><ul> <li data-xf-list-type="ul">Some feats that give perks and tools of another class, just make sure they actually integrate with actual class features and scale propperly.</li> <li data-xf-list-type="ul">A way to be multiclassed out of the gate with two or three classes (like hybrids or classic MC) or design some classes which are actual hybrid concepts</li> <li data-xf-list-type="ul">A way to multiclass level by level that works. Again one which manages to integrate like abilities with like abilities.</li> <li data-xf-list-type="ul">A way to allow characters to shift "jobs" between adventures</li> <li data-xf-list-type="ul">A way to change classes over time</li> </ul><p>Finally put all of them into a dial that allows to account for taste and complexity, and allow them to coexist and integrate not only on the same setting or campaign but also on the same character.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6101746, member: 6689464"] Well like I keep saying, players use multiclassing for wildy different goals: [LIST] [*]To round up a given character [*]To accurately express a given character concept [*]To create special snowflakes [*]To basically play two or more characters in one [*]To qualiffy for special things (paragon paths, prestige classes, magic items , feats) [*]As an organic way to reflect the ongoing character evolution beyond a limited niche [*]To play a cool character concept not available otherwise [*]In order to optimize [*]As a mean for power [*]As a mean for munchkinism [/LIST] I don't believe on putting artificial restrictions on it, no need to punish players for multiclassing, except for perhaps the last two, all reasons for multiclassing are pretty mild and harmless. I don't know where this general feeling of MCphobia came up from but there isn't absolutely anything wrong with it. Also I think that any effort to use XP in order to balance multiclass is doomed to fail, (I've just witnessed too much people who don't use XP at all, and I've been on many 2e games when the DM just said "start at x level" instead of "start at y XP"). Also I believe that any attempt to use one-size-fits-all will left many people unsatisfied, no single method will work for all purposes and goals. So since I cannot just await for WotC to magically learn and use my own method (which allows pretty good flexibility on all fronts, from multiclassing out of the gate, gainning a perk, combining classes to "I know I'm been a thief, a wariror and a street performer, but woke up and just wanted to be a priest today") I have to say "all of them" [LIST] [*]Some feats that give perks and tools of another class, just make sure they actually integrate with actual class features and scale propperly. [*]A way to be multiclassed out of the gate with two or three classes (like hybrids or classic MC) or design some classes which are actual hybrid concepts [*]A way to multiclass level by level that works. Again one which manages to integrate like abilities with like abilities. [*]A way to allow characters to shift "jobs" between adventures [*]A way to change classes over time [/LIST] Finally put all of them into a dial that allows to account for taste and complexity, and allow them to coexist and integrate not only on the same setting or campaign but also on the same character. [/QUOTE]
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