Gardens & Goblins
First Post
Sure. I also accept that there are those who believe that the earth is flat.
Great! Thank you for your contribution.
Sure. I also accept that there are those who believe that the earth is flat.
People in the real world don't usually just pick up some unrelated skill randomly.
And you sound like an ****, beyond that if someone can tell me a different reason to multiclass...
People in the real world don't usually just pick up some unrelated skill randomly.
Why then not remove that rule you quoted?According to the PHB you can use pact magics spell slots to cast spells from other classes. So a cleric with a couple of levels of warlock can get back spell slots that can be used to cast Cure Light Wounds.
That doesn't make any sense to me thematically - it seems like healing should come from their deity, not from their pact with otherworldly power.
If I'm misunderstanding what you're saying, let me know.
Note: I completely understand why they did it this way, and I would explain it as spell slots are similar to mana in other systems (although broken down into discrete chunks/slots). It doesn't matter where you get the mana from, you either have mana or you don't. It does simplify things.
To me it just seems like having two different motors, one that runs on gasoline and one that runs on diesel. The fuel for one should not be usable for the other. Of course if I was really strict and not stuck on the warlock/cleric thing I'd have to break up spell slots based on divine vs arcane/wizard vs warlock vs charisma and so on, which would be a pain. So I'm not recommending anyone else follow my convoluted logic, just mentioning something I do in my campaign.
PHB Page 164Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain fram the Spellcasting class feature to cast warlock spells you know.
Because I want to.
It's my PC, my choice to make. Not other people's, even the DM's. Mine.
Now, can you tell me a reason why the DM should take my agency away?
The DM controls everything in the world except the PCs. That agency over their own PCs is the only thing a player has. If the DM takes it away then he might as well be just telling a story. To himself.
Players know that they are playing a game, that the game needs to be fair, so the game has rules. Like the character creation rules. Although 'Best Fighter In The World' is a valid concept, it is inherently unfair where there is more than one player.
Multiclass PCs obey those rules. For every advantage they get, they have a disadvantage.
If a Rog 3 levels up and wants to take a level of Ftr, he gets lvl 1 Ftr abilities but doesn't get lvl 4 Rog abilities. Further, classes are constructed so that higher class levels are more powerful than low class levels. MC PCs have sacrificed those more powerful abilities in order to get a wider range of lower level abilities; MCing is not a free lunch!
TL;DR: you ask for a reason to multiclass? I ask for a reason to deny multiclass.
Why then not remove that rule you quoted?
Instead of removing multiclassing, I mean?
You seem like you're using a PHB rule to argue why another PHB rule shouldn't be used. To me it appears simpler to remove the first rule than the second...
In conclusion, there are plenty of reasons to multiclass that have nothing to do with optimization