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<blockquote data-quote="Majoru Oakheart" data-source="post: 6273080" data-attributes="member: 5143"><p>As I said, the more ways you can combine rules together the more likely you will be able to cause problems. Especially in combining archetypes that are completely different from one another. Most of the brokenness in 4e multiclassing came from taking feats designed and tested for one class on a class that was completely different from the one it was on.</p><p></p><p>I can't come up with a really good example off the top of my head but they were things like "When deal lightning damage you knock the target prone". The game was balanced figuring that all the lightning powers were encounter powers and it couldn't be done over and over again. Then a fighter acquired the feat through multiclassing and used a lightning weapon so that they'd knock enemies down with every attack they made. The same sorts of issues were present in 3.5e.</p><p></p><p>The thing is, that first multiclass would likely not be very good. Its powers are unlikely to cause problems given that most of them are just alternate ways of fighting. It's actually the combination of caster and weapon user that causes the most problems with weird combos.</p><p></p><p>As I said in my post above this. I actually like the idea that a character might be restricted from becoming a fighter because they just aren't good enough at it. Heroes are often defined as much by their limitations as their strengths. It is even better when they finally overcome those limitations by raising their stat and qualifying.</p><p></p><p>The restrictions put in there were not really meant to prevent any abuses. As far as I can tell they were just a roleplaying thing. Even if they were, they were a really bad attempt at it. It never stopped you from multiclassing. Either way, the success of that system really doesn't matter in terms of this new system. They work completely different ways. Plus, the frontloading of classes is mostly gone.</p><p></p><p></p><p>You can restrictions are at least half roleplaying and half to prevent abuse. Will they prevent all abuses? No. Will they prevent some of them? Likely. Will it block THE most abusive combos? No way to tell. Will the restrictions cause my players to stop pouring over the books every level to see which class they want to take this level? Almost definitely. They are going to say "I don't have stats high enough to multiclass...so I know I'll just be single class for the rest of the campaign". This way it won't take them a week to level up their characters due to over analyzing the possibilities.</p><p></p><p>The entire playtest before they added multiclassing I've been so happy not to have to deal with that. When multiclassing came out, the restrictions have mostly kept it in line and have caused most players to stay single classed and only a couple to multiclass. I'd like to see multiclassing be rare, in general, and only done by exceptional PCs. Stat requirements help encourage that.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6273080, member: 5143"] As I said, the more ways you can combine rules together the more likely you will be able to cause problems. Especially in combining archetypes that are completely different from one another. Most of the brokenness in 4e multiclassing came from taking feats designed and tested for one class on a class that was completely different from the one it was on. I can't come up with a really good example off the top of my head but they were things like "When deal lightning damage you knock the target prone". The game was balanced figuring that all the lightning powers were encounter powers and it couldn't be done over and over again. Then a fighter acquired the feat through multiclassing and used a lightning weapon so that they'd knock enemies down with every attack they made. The same sorts of issues were present in 3.5e. The thing is, that first multiclass would likely not be very good. Its powers are unlikely to cause problems given that most of them are just alternate ways of fighting. It's actually the combination of caster and weapon user that causes the most problems with weird combos. As I said in my post above this. I actually like the idea that a character might be restricted from becoming a fighter because they just aren't good enough at it. Heroes are often defined as much by their limitations as their strengths. It is even better when they finally overcome those limitations by raising their stat and qualifying. The restrictions put in there were not really meant to prevent any abuses. As far as I can tell they were just a roleplaying thing. Even if they were, they were a really bad attempt at it. It never stopped you from multiclassing. Either way, the success of that system really doesn't matter in terms of this new system. They work completely different ways. Plus, the frontloading of classes is mostly gone. You can restrictions are at least half roleplaying and half to prevent abuse. Will they prevent all abuses? No. Will they prevent some of them? Likely. Will it block THE most abusive combos? No way to tell. Will the restrictions cause my players to stop pouring over the books every level to see which class they want to take this level? Almost definitely. They are going to say "I don't have stats high enough to multiclass...so I know I'll just be single class for the rest of the campaign". This way it won't take them a week to level up their characters due to over analyzing the possibilities. The entire playtest before they added multiclassing I've been so happy not to have to deal with that. When multiclassing came out, the restrictions have mostly kept it in line and have caused most players to stay single classed and only a couple to multiclass. I'd like to see multiclassing be rare, in general, and only done by exceptional PCs. Stat requirements help encourage that. [/QUOTE]
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