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<blockquote data-quote="Blue" data-source="post: 7401001" data-attributes="member: 20564"><p>My own experience is 180 degrees away from this.</p><p></p><p>In 5e, multiclassing isn't the "road to greatness" it was with some earlier editions. Just that all us old grognards think it is. And I tell you, every single one of my powergaming friends immediately went to multiclassing in 5e because of that ... and most of them ended up shooting themselves in the foot. So then they learned some lessons, and tried again, and found that earlier multiclassing misses the level 5 bump, so do it later, and lots of multiclassing usually wasn't worth it later since except for the few classes that didn't give out anything meaningful at high levels.</p><p></p><p>I have a big problem with 5e multiclassing - it's that people (not veteran players) can come up with cool concepts (or copy them from movies and novels) that scream multiclassing, and then the system makes them seriously sub-optimal and I have to encourage them to deviate from their concept and optimize some more just to get back to the power level of the other characters. Basically, in 5e it is much easier to unintentionally make poor characters through multiclassing than straight classing.</p><p></p><p>And it's not easier to make more powerful characters. Sure, if you're starting at 15th you can, since you can ignore that the character didn't come together until levels and levels behind everyone else. Once you get to double digits there are dips that can happen - usually because you don't get much at high level in your current class, aren't expecting the campaign to go to 20 for the capstone power, and because some classes are a bit easy to cherry dip into. But that's the smaller end of the problem with multiclassing.</p><p></p><p>However, for all of the problems with multiclassing, it fills a need of unimaginable system bloat without it. </p><p></p><p>"Well, I want to play a divinely powered rogue"</p><p>"We're got this trickster god class"</p><p>"No, I was thinking an investigator of the god of justice"</p><p></p><p>And then the answers are either:</p><p>"Great, we have that too" or "Oh, we don't have one"</p><p></p><p>And both are horribly wrong answers. One talks to so much bloat, while the other trades a moderate amount of bloat for the "privilege" of being able to satisfy less character concepts.</p><p></p><p>Both answers are so much worse than the minor problems of multiclassing in 5e.</p></blockquote><p></p>
[QUOTE="Blue, post: 7401001, member: 20564"] My own experience is 180 degrees away from this. In 5e, multiclassing isn't the "road to greatness" it was with some earlier editions. Just that all us old grognards think it is. And I tell you, every single one of my powergaming friends immediately went to multiclassing in 5e because of that ... and most of them ended up shooting themselves in the foot. So then they learned some lessons, and tried again, and found that earlier multiclassing misses the level 5 bump, so do it later, and lots of multiclassing usually wasn't worth it later since except for the few classes that didn't give out anything meaningful at high levels. I have a big problem with 5e multiclassing - it's that people (not veteran players) can come up with cool concepts (or copy them from movies and novels) that scream multiclassing, and then the system makes them seriously sub-optimal and I have to encourage them to deviate from their concept and optimize some more just to get back to the power level of the other characters. Basically, in 5e it is much easier to unintentionally make poor characters through multiclassing than straight classing. And it's not easier to make more powerful characters. Sure, if you're starting at 15th you can, since you can ignore that the character didn't come together until levels and levels behind everyone else. Once you get to double digits there are dips that can happen - usually because you don't get much at high level in your current class, aren't expecting the campaign to go to 20 for the capstone power, and because some classes are a bit easy to cherry dip into. But that's the smaller end of the problem with multiclassing. However, for all of the problems with multiclassing, it fills a need of unimaginable system bloat without it. "Well, I want to play a divinely powered rogue" "We're got this trickster god class" "No, I was thinking an investigator of the god of justice" And then the answers are either: "Great, we have that too" or "Oh, we don't have one" And both are horribly wrong answers. One talks to so much bloat, while the other trades a moderate amount of bloat for the "privilege" of being able to satisfy less character concepts. Both answers are so much worse than the minor problems of multiclassing in 5e. [/QUOTE]
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