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General Tabletop Discussion
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Multi classing Objections: Rules vs. Fluff?
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<blockquote data-quote="Tony Vargas" data-source="post: 7462602" data-attributes="member: 996"><p>MCing increases the complexity of the system and the system mastery required to use it, in exchange for that somewhat increased flexibility. Classless systems just cover more concepts without needing kludges and increased complexity. </p><p></p><p>Class-based systems do have their advantages: they can be evocative of a property or genre, can make character generation more of a broad-strokes process, and so forth. But they are innately poor at covering a broad range of concepts. </p><p></p><p> More slopes than speeds, but sure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Gasoline engines, with speeds, too - just compare to electric motors.</p><p></p><p> Well, this is a 5e forum, and 5e makes multi-classing explicitly optional, and is all about evoking the classic game, so, while they may have tested it some, it's not /assumed/ ...</p><p>...rather like Feats and Magic Items and powergaming in general.</p><p></p><p>But, even if you assume multiclassing, you're still fighting the class-based design with it. As a sort of thought experiment, take 3.5 multiclassing to the logical extreme, make it easier and easier to combine smaller and smaller elements of each class in more and more combinations: eventually the classes are gone, they're just arbitrary headings for lists of abilities.</p><p></p><p> Granted. My idea of reasonable is probably pretty unreasonable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I've been spoiled by games like Hero.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7462602, member: 996"] MCing increases the complexity of the system and the system mastery required to use it, in exchange for that somewhat increased flexibility. Classless systems just cover more concepts without needing kludges and increased complexity. Class-based systems do have their advantages: they can be evocative of a property or genre, can make character generation more of a broad-strokes process, and so forth. But they are innately poor at covering a broad range of concepts. More slopes than speeds, but sure. ;) Gasoline engines, with speeds, too - just compare to electric motors. Well, this is a 5e forum, and 5e makes multi-classing explicitly optional, and is all about evoking the classic game, so, while they may have tested it some, it's not /assumed/ ... ...rather like Feats and Magic Items and powergaming in general. But, even if you assume multiclassing, you're still fighting the class-based design with it. As a sort of thought experiment, take 3.5 multiclassing to the logical extreme, make it easier and easier to combine smaller and smaller elements of each class in more and more combinations: eventually the classes are gone, they're just arbitrary headings for lists of abilities. Granted. My idea of reasonable is probably pretty unreasonable. ;) I've been spoiled by games like Hero. [/QUOTE]
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