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Multiclassing Shouldn't be Treated as the Default
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<blockquote data-quote="Minigiant" data-source="post: 9461197" data-attributes="member: 63508"><p>I was at work so my ability to elaborate with limited. </p><p></p><p>Put them home now and I could explain it very simple. </p><p></p><p>Although athletics is a big feature in combat and also good and exploration it is also one of the few skills that actually has direct rules for and thus direct limitations. </p><p></p><p>Especially in 2014 the uses of athletics to grapple or shove or push people had limitations on size and action and effect. All of these could only be bypassed by the Fiat of the DM. If your character is not built to use the effects your character will not be reliably good enough to do them. A larger creature can easily block your ability to use athletics on them and even larger creatures are immune. </p><p></p><p>So if they make their characters strength bass they run into limitations and due to the fact that there are mostly only using abilities checks, a strength-based character has little ability to use the other five ability scores. </p><p></p><p>This is in contrast to a skilled or magic-based character who has the ability to tap into more avenues of action and this is the main issue that pushes people into multiclassing in order to either get additional skill strength or give magic which allows them to get the direct effects that they want. This is add on to the fact that most skill-based classes and most magic bass classes have multiple effects that they get from these areas of specialty. </p><p></p><p>A rogue has four skills from their class that they add on from their background to have six total. Six total skills which any of which can be buffed again with expertise. And with the fact that roads are dexterity based and thus have three base skills that match their prime abilities score. </p><p></p><p>And then you get into Magic characters who get into the eight schools of magic which allows eight different avenues of interacting with the world before you even get into the subcategories of what the various spells within each magic school can do. </p><p></p><p>And that's the crux of it If you make a warrior class character You literally do not have as many options as other classes and the few options you have have them more limitations than the other other ability scores. </p><p></p><p>And that is all before you get into power...</p><p></p><p></p><p>Which has everything to do with it because in 5E desire to have more modifiers they did not also choose to have small DC.</p><p></p><p>So a character who put a 14 in a secondary ability score and does not have a corresponding skill to it only has a plus two versus DC's that can be 10 15 20 and 25 which is very limiting in your ability to succeed. They're technically are DC's of 5 But these are very rarely cold because of the general rule of not calling for DC's which have no chance of failure </p><p> DC's at 5:00 are considered easy and thus typically seen as something that if a person has somewhat competence or talent in that action would automatically succeed. </p><p></p><p>Which which comes to the court problem once things stop being easy and you have to roll against them if you do not have the mechanical strength to beat that DC you will constantly fail and no you constantly fail at these actions. Which creates an option that you technically can make but is foolhardy attempt unless free and without consequence.</p><p></p><p>This is specifically why Tactical Mind Primal Knowledge and Deft explorer were created in 2024 all gives strength to abilities checks and skill checks.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9461197, member: 63508"] I was at work so my ability to elaborate with limited. Put them home now and I could explain it very simple. Although athletics is a big feature in combat and also good and exploration it is also one of the few skills that actually has direct rules for and thus direct limitations. Especially in 2014 the uses of athletics to grapple or shove or push people had limitations on size and action and effect. All of these could only be bypassed by the Fiat of the DM. If your character is not built to use the effects your character will not be reliably good enough to do them. A larger creature can easily block your ability to use athletics on them and even larger creatures are immune. So if they make their characters strength bass they run into limitations and due to the fact that there are mostly only using abilities checks, a strength-based character has little ability to use the other five ability scores. This is in contrast to a skilled or magic-based character who has the ability to tap into more avenues of action and this is the main issue that pushes people into multiclassing in order to either get additional skill strength or give magic which allows them to get the direct effects that they want. This is add on to the fact that most skill-based classes and most magic bass classes have multiple effects that they get from these areas of specialty. A rogue has four skills from their class that they add on from their background to have six total. Six total skills which any of which can be buffed again with expertise. And with the fact that roads are dexterity based and thus have three base skills that match their prime abilities score. And then you get into Magic characters who get into the eight schools of magic which allows eight different avenues of interacting with the world before you even get into the subcategories of what the various spells within each magic school can do. And that's the crux of it If you make a warrior class character You literally do not have as many options as other classes and the few options you have have them more limitations than the other other ability scores. And that is all before you get into power... Which has everything to do with it because in 5E desire to have more modifiers they did not also choose to have small DC. So a character who put a 14 in a secondary ability score and does not have a corresponding skill to it only has a plus two versus DC's that can be 10 15 20 and 25 which is very limiting in your ability to succeed. They're technically are DC's of 5 But these are very rarely cold because of the general rule of not calling for DC's which have no chance of failure DC's at 5:00 are considered easy and thus typically seen as something that if a person has somewhat competence or talent in that action would automatically succeed. Which which comes to the court problem once things stop being easy and you have to roll against them if you do not have the mechanical strength to beat that DC you will constantly fail and no you constantly fail at these actions. Which creates an option that you technically can make but is foolhardy attempt unless free and without consequence. This is specifically why Tactical Mind Primal Knowledge and Deft explorer were created in 2024 all gives strength to abilities checks and skill checks. [/QUOTE]
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