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General Tabletop Discussion
*TTRPGs General
Multiclass characters: Class overload?
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<blockquote data-quote="Satori" data-source="post: 4212915" data-attributes="member: 37233"><p>Multi classing is one of the great strengths of 3.xE.</p><p></p><p>It hits the other side of "Homebrew Everything" ala 2nd Edition by hard coding versatility.</p><p></p><p>The drawback, of course, is that you need be an accountant before you can create a very specifically focused character build <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Personally, I'm all about building to the concept. Sometimes, a class is just cool enough to do that. </p><p></p><p>-Hellbred Crusader</p><p></p><p>Other times, I need to branch out in order to acquire the necessary mechanics for a particular type of flavor.</p><p></p><p>-Half-Drow Ranger/Fighter/Blackguard/Ghost Faced Killer</p><p></p><p>My favorite type of multi-classing, though, revolves around a PrClass that symbolizes the union of two classes. i.e. Eldritch Knight</p><p></p><p>-Half-Orc Monk/Cleric/Sacred Fist</p><p>-Dwarven Fighter/Cleric/War Priest</p><p>-Elven Swashbuckler/Wizard/Bladesinger</p><p>-Whisper Gnome Rogue/Beguiler/Arcane Trickster</p><p></p><p>In many ways, I feel the above examples truly outline what a PrClass should do. I get a bit frustrated with random PrClasses that could simply exist as a flavor modified Base Class.</p><p></p><p>i.e. The Blackguard doesn't need to exist. Just modify the existing Paladin to symbolize a "Holy Warrior", give it an evil alignment, and RP the rest.</p><p></p><p>i.e. The Assassin doesn't need to exist. Add a 10th level Rogue Feat that allows a Death Attack, allow it as an option instead of Slippery Mind/Crippling Strike/etc...,and add a few levels of Wizard for those spells. Heck, a Rogue 10/Wizard 1/Arcane Trickster 9 could be a very effective "Assassin".</p><p></p><p>Where the multi-classing system of 3.xE fails, I think, is in the massive amount of arbitrary classes that exist as a name for a variety of mechanics that could be simulated with alternate class features, feats, etc...</p><p></p><p>We don't really need a Griffon Rider PrClass, or a Purple Dragon Knight, etc...Instead, a Griffon Rider could be a Paladin with a feat allowing for a Griffon Mount...a Purple Dragon Knight could be a Fighter who takes Tactical Leadership Feats.</p><p></p><p>This is, of course, just my opinion.</p></blockquote><p></p>
[QUOTE="Satori, post: 4212915, member: 37233"] Multi classing is one of the great strengths of 3.xE. It hits the other side of "Homebrew Everything" ala 2nd Edition by hard coding versatility. The drawback, of course, is that you need be an accountant before you can create a very specifically focused character build :p Personally, I'm all about building to the concept. Sometimes, a class is just cool enough to do that. -Hellbred Crusader Other times, I need to branch out in order to acquire the necessary mechanics for a particular type of flavor. -Half-Drow Ranger/Fighter/Blackguard/Ghost Faced Killer My favorite type of multi-classing, though, revolves around a PrClass that symbolizes the union of two classes. i.e. Eldritch Knight -Half-Orc Monk/Cleric/Sacred Fist -Dwarven Fighter/Cleric/War Priest -Elven Swashbuckler/Wizard/Bladesinger -Whisper Gnome Rogue/Beguiler/Arcane Trickster In many ways, I feel the above examples truly outline what a PrClass should do. I get a bit frustrated with random PrClasses that could simply exist as a flavor modified Base Class. i.e. The Blackguard doesn't need to exist. Just modify the existing Paladin to symbolize a "Holy Warrior", give it an evil alignment, and RP the rest. i.e. The Assassin doesn't need to exist. Add a 10th level Rogue Feat that allows a Death Attack, allow it as an option instead of Slippery Mind/Crippling Strike/etc...,and add a few levels of Wizard for those spells. Heck, a Rogue 10/Wizard 1/Arcane Trickster 9 could be a very effective "Assassin". Where the multi-classing system of 3.xE fails, I think, is in the massive amount of arbitrary classes that exist as a name for a variety of mechanics that could be simulated with alternate class features, feats, etc... We don't really need a Griffon Rider PrClass, or a Purple Dragon Knight, etc...Instead, a Griffon Rider could be a Paladin with a feat allowing for a Griffon Mount...a Purple Dragon Knight could be a Fighter who takes Tactical Leadership Feats. This is, of course, just my opinion. [/QUOTE]
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