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General Tabletop Discussion
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Multiclassing in self class instead.
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<blockquote data-quote="NotAYakk" data-source="post: 8032216" data-attributes="member: 72555"><p>Seems like a bad idea for many reasons.</p><p></p><p>1. Your main-class features end up making no sense. Do you get 2+2 rages, or just 2? What is double reckless attack?</p><p></p><p>2. Subclasses often "modify" core class features in ways that are not intended or designed to stack. The various "rage" enhancements, for example, could make rage unbalanced. Some encourage enemies to eliminate you, some discourage it; having both has multiplicative, not additive.</p><p></p><p>3. Classes which are strong to dip could become breaking. Suppose that every Warlock class had something as strong as Hexblade's curse. That has a limited balance impact, because you can only MC Warlock 1 once. Now you can do it for each subclass. (Cleric 1 might be an example of this; lots of Cleric subclasses have very strong level 1 features).</p><p></p><p>So random combos will often be underpowered or mechanically confusing, and certain ones might stretch the bounds of the game. Patches to the mechanical issues will probably produce other issues (like the one where you can pick any subclass first feature when you gain a new subclass feature; subclass features are not ordered randomly, and instead fit into the main class's power growth curve. They often intentionally have certain levels with ribbons, and others with large combat boosts; if you can pick and choose, you can get over-ribboned or over-featured.)</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8032216, member: 72555"] Seems like a bad idea for many reasons. 1. Your main-class features end up making no sense. Do you get 2+2 rages, or just 2? What is double reckless attack? 2. Subclasses often "modify" core class features in ways that are not intended or designed to stack. The various "rage" enhancements, for example, could make rage unbalanced. Some encourage enemies to eliminate you, some discourage it; having both has multiplicative, not additive. 3. Classes which are strong to dip could become breaking. Suppose that every Warlock class had something as strong as Hexblade's curse. That has a limited balance impact, because you can only MC Warlock 1 once. Now you can do it for each subclass. (Cleric 1 might be an example of this; lots of Cleric subclasses have very strong level 1 features). So random combos will often be underpowered or mechanically confusing, and certain ones might stretch the bounds of the game. Patches to the mechanical issues will probably produce other issues (like the one where you can pick any subclass first feature when you gain a new subclass feature; subclass features are not ordered randomly, and instead fit into the main class's power growth curve. They often intentionally have certain levels with ribbons, and others with large combat boosts; if you can pick and choose, you can get over-ribboned or over-featured.) [/QUOTE]
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