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New legends and lore.....multiclassing sneak peak
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<blockquote data-quote="keterys" data-source="post: 6169332" data-attributes="member: 43019"><p>Actually, I'll go ahead on record and say that's bad. There are a few reasons that might occur, and a few ramifications, but there are almost certainly better ways for the system to support that. Even if it's just the DM and player designing a custom class so it's not "Well, I really want a gladiator pit fighter type who fights near-naked with any weapon that comes to hand, like a net and spear, and kicks and stuff. Oh, and I want to be able to work the crowd some - so I guess that's a level of this, 2 levels of that, 2 levels of this, 1 level of that" etc.</p><p></p><p>Multiclassing strictly for individual rules pieces (ex: monk unarmored fighting, flurry, ranger TWF, etc) is not something I support. Doing it for RP reasons has better justification, perhaps, but now the system is letting the RPer unbalance their character (Okay, so you can't fight or cast at even half your character level and your skills are kinda scattered, which I guess makes you a jack of all trades and not really contributing to your party, so congratulations)</p><p></p><p>At the end of the day, if I want a point-based system I'll play a game intended as such. D&D's attempts to mimic one have largely been failures.</p><p></p><p>That said - I'm all for the inclusion angle, and think the method is a perfectly fine module for those who need it. I just think it's a really bad default state for the game. It inhibits the learning curve, mismatches power badly, and creates weird offshoots (well, I guess now we need a mystic theurge to patch _that_, etc)</p><p></p><p>Fwiw, I totally agree that 5e should have an answer for those who want to play a barbarian/druid equivalent. And not necessarily one that takes 10 levels so you can qualify for the bear rager prestige class <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 6169332, member: 43019"] Actually, I'll go ahead on record and say that's bad. There are a few reasons that might occur, and a few ramifications, but there are almost certainly better ways for the system to support that. Even if it's just the DM and player designing a custom class so it's not "Well, I really want a gladiator pit fighter type who fights near-naked with any weapon that comes to hand, like a net and spear, and kicks and stuff. Oh, and I want to be able to work the crowd some - so I guess that's a level of this, 2 levels of that, 2 levels of this, 1 level of that" etc. Multiclassing strictly for individual rules pieces (ex: monk unarmored fighting, flurry, ranger TWF, etc) is not something I support. Doing it for RP reasons has better justification, perhaps, but now the system is letting the RPer unbalance their character (Okay, so you can't fight or cast at even half your character level and your skills are kinda scattered, which I guess makes you a jack of all trades and not really contributing to your party, so congratulations) At the end of the day, if I want a point-based system I'll play a game intended as such. D&D's attempts to mimic one have largely been failures. That said - I'm all for the inclusion angle, and think the method is a perfectly fine module for those who need it. I just think it's a really bad default state for the game. It inhibits the learning curve, mismatches power badly, and creates weird offshoots (well, I guess now we need a mystic theurge to patch _that_, etc) Fwiw, I totally agree that 5e should have an answer for those who want to play a barbarian/druid equivalent. And not necessarily one that takes 10 levels so you can qualify for the bear rager prestige class :) [/QUOTE]
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