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Multi classing Objections: Rules vs. Fluff?
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<blockquote data-quote="Oofta" data-source="post: 7462109" data-attributes="member: 6801845"><p>As [MENTION=6749334]Patrick McGill[/MENTION] mentioned, the mechanical issue I have with multi-classed warlocks is the spell recovery on short rest. That's fine for warlocks because they have limited spell utility but it throws the balance off for other spell casters. It affects games like mine where I regularly have 5-10 combats between long rests where resource attrition is a big part of the challenge more than some games where you can effectively long rest whenever you want.</p><p></p><p>I'm considering in my next campaign having a house rule that you can only get back warlock spells during a short rest. The power used for warlock and divine/arcane spells is simply too different. There is no "mana" pool. Cleric/wizards or cleric/sorcerers that worship a god of magic get a pass because their deity probably granted mortals arcane magic in the first place.</p><p></p><p>From a fluff perspective, the problem that I have with certain classes multi-classing is that they are supposed to be dedicated to a specific power. A cleric in my world is the walking-talking embodiment and ambassador of their god. They are Odin's spear on the material plane or Loki's knife in the darkness. They are given divine power because they carry out the will of their god.</p><p></p><p>But warlocks kind of have the same story, just from a slightly different perspective. They get power because of a bargain with a greater power, but they are just as beholden to that power as the cleric.</p><p></p><p>So I don't allow cleric/warlock multi-class than I would allow a cleric to multi-class back into cleric to worship two different deities to get two different domains.</p><p></p><p>Paladins are a little different because they get their power from their oath and their conviction. As long as their pact doesn't conflict with their oath, it would be OK.</p><p></p><p>But maybe the biggest complaint I have is because the people that I've seen do it are multi-classing strictly for increased power, not because it makes sense for their character. They are doing a cheesy build only for the sake of a (perceived) power boost. Of course that's just a personal pet peeve, and one I should probably get over. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p></blockquote><p></p>
[QUOTE="Oofta, post: 7462109, member: 6801845"] As [MENTION=6749334]Patrick McGill[/MENTION] mentioned, the mechanical issue I have with multi-classed warlocks is the spell recovery on short rest. That's fine for warlocks because they have limited spell utility but it throws the balance off for other spell casters. It affects games like mine where I regularly have 5-10 combats between long rests where resource attrition is a big part of the challenge more than some games where you can effectively long rest whenever you want. I'm considering in my next campaign having a house rule that you can only get back warlock spells during a short rest. The power used for warlock and divine/arcane spells is simply too different. There is no "mana" pool. Cleric/wizards or cleric/sorcerers that worship a god of magic get a pass because their deity probably granted mortals arcane magic in the first place. From a fluff perspective, the problem that I have with certain classes multi-classing is that they are supposed to be dedicated to a specific power. A cleric in my world is the walking-talking embodiment and ambassador of their god. They are Odin's spear on the material plane or Loki's knife in the darkness. They are given divine power because they carry out the will of their god. But warlocks kind of have the same story, just from a slightly different perspective. They get power because of a bargain with a greater power, but they are just as beholden to that power as the cleric. So I don't allow cleric/warlock multi-class than I would allow a cleric to multi-class back into cleric to worship two different deities to get two different domains. Paladins are a little different because they get their power from their oath and their conviction. As long as their pact doesn't conflict with their oath, it would be OK. But maybe the biggest complaint I have is because the people that I've seen do it are multi-classing strictly for increased power, not because it makes sense for their character. They are doing a cheesy build only for the sake of a (perceived) power boost. Of course that's just a personal pet peeve, and one I should probably get over. :blush: [/QUOTE]
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