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General Tabletop Discussion
*Dungeons & Dragons
Multiclassing--Which and Why?
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<blockquote data-quote="Li Shenron" data-source="post: 6018308" data-attributes="member: 1465"><p>For me the issue is more about <strong>campaign look & feel</strong>, let's call it CL&F. <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>The "training between levels" concept is not something that gamers should be divided between those who think it's true/right and those who think it's false/right. It's simply a CL&F matter: you can use it and enforce it in one campaign and totally ignore it in another, and the game can be just as fun. Each one is entitled to her preference, but there's no right or wrong. The point is to understand that the choice made will significantly change the look & feel of playing such campaign: for example, enforcing training rules will make every player spend more time thinking and planning about what their PCs are doing between adventures.</p><p></p><p>But "multiclassing" also it a CL&F matter, and within multiclassing we can consider "even multiclassing" and "class-dipping" separately as two different CL&F choices. Whatever choice a gaming group makes for the next campaign, it will tell a lot about how the world looks and feels. For example, no multiclassing will imply that learning the path of a class is generally hard and requires committment to the point that once you make your choice there is no going back, while class-dipping at the opposite side of the spectrum may suggest that in this world knowledge is easily accessible and skills are easily learned.</p><p></p><p>The concept of freedom is related but IMHO should be kept separate. That's another matter, to make a more general gaming choice about whether we want restrictions or not. But it has to be fully understood that while for a gaming group freedom really means freedom and yields to a more enjoyable gaming experience, to another group restrictions means more freedom (it might be hard to understand for those who are in the first group tho, but in a sense restrictions can help a lot making each campaign different when the gamers are otherwise not able to use their freedom to achieve the same and always end up with the kitchen sink).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6018308, member: 1465"] For me the issue is more about [B]campaign look & feel[/B], let's call it CL&F. :p The "training between levels" concept is not something that gamers should be divided between those who think it's true/right and those who think it's false/right. It's simply a CL&F matter: you can use it and enforce it in one campaign and totally ignore it in another, and the game can be just as fun. Each one is entitled to her preference, but there's no right or wrong. The point is to understand that the choice made will significantly change the look & feel of playing such campaign: for example, enforcing training rules will make every player spend more time thinking and planning about what their PCs are doing between adventures. But "multiclassing" also it a CL&F matter, and within multiclassing we can consider "even multiclassing" and "class-dipping" separately as two different CL&F choices. Whatever choice a gaming group makes for the next campaign, it will tell a lot about how the world looks and feels. For example, no multiclassing will imply that learning the path of a class is generally hard and requires committment to the point that once you make your choice there is no going back, while class-dipping at the opposite side of the spectrum may suggest that in this world knowledge is easily accessible and skills are easily learned. The concept of freedom is related but IMHO should be kept separate. That's another matter, to make a more general gaming choice about whether we want restrictions or not. But it has to be fully understood that while for a gaming group freedom really means freedom and yields to a more enjoyable gaming experience, to another group restrictions means more freedom (it might be hard to understand for those who are in the first group tho, but in a sense restrictions can help a lot making each campaign different when the gamers are otherwise not able to use their freedom to achieve the same and always end up with the kitchen sink). [/QUOTE]
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