WizarDru
Adventurer
But, isn't that how multiclassing is (or at least was) originally intended to operate, by design? The Fighter/Rogue is not more competent than that fighter at battle or the rogue at stealth, skills or other 'roguish' pursuits, except in certain cirumstances. His talents are broad, as opposed to focused...he's still viable as a playable character, but in a group with folks who share his talents, he'll be second fiddle in their chosen arena. He'll be tougher than a normal rogue, more skillful than a normal fighter.Joshua Dyal said:Like I said, I believe a Fighter/Rogue multiclass is less powerful than a Fighter or a Rogue by itself. I'm also dubious about the flexibility=power argument. The Fighter class, or any other class, works best when used exactly as intended, which naturally limits the flexibility in regard to its power unless that's also the concept you want to play. Power level is really a minor portion of the argument; I want to play concepts not power level, but at the same time, I don't want to sacrifice power level to get the concept I want.
Now, I agree that D&D doesn't model the swashbucker archetype well. Part of this is based on the core problem that the underpinnings of such characters are at odds, IMHO, with the conceptual underpinnings of others. The warrior-knights of King Arthur don't coexist with Dumas' Musketeers, and D&D owes it's heritage much more to the former than to the later or Lieber's material. D&D doesn't offer more swashbuckling combat options...there is no true option to parry in D&D, for example (at least, not compared to GURPS, which is my point of reference). Dragon did offer some nice options in that regard, though.