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<blockquote data-quote="StGabe" data-source="post: 3369795" data-attributes="member: 49275"><p>That's all cool. I didn't realize you were having bajillions of variant classes which does change things up a bit. Although, honestly, it's a bit confusing to me with respect to your initial premise. </p><p></p><p>Also you still haven't explained how my example player (the cat-haunted rogue) would express his character design in your system (unless there is a variant class for that written somewhere).</p><p></p><p>Using tons of variant classes is confusing to me because I am very careful about what variants I use (and use very few that aren't handcrafted) exactly for the reasons you seem to want to disallow freeform multiclassing. I find that opening the gate to so many classes (usually less playtested classes) creates all sorts of opportunities for play imbalance and "gaming the system". In my experience, players who dig through every source book available to grab obscure variant base classes or what not are the ones who end up way overpowered and under RP'ed.</p><p></p><p>It just seems odd to me that you would allow all sorts of variant classes, etc., or even (apparently, by your comments a few posts ago) make up new feats for players but you won't simply talk to them about their class choices and make sure that they are choosing classes in order to fulfill an interesting character concept and not to be munchkins.</p><p></p><p>Because I mention it every post, why doesn't the following guideline fix all your multiclassing problems as you've expressed them:</p><p></p><p>All choices of classes after your first must be pre-approved by the DM.</p><p></p><p>You mumbled something about wanting a guideline in advance but really, that IS a guideline in advance. Just talk to each player during player creation about where they see their character going in the future and you are set. If something major happens to change how a player develops you can simply have that chat again. It's not that hard to tell whether a player is picking a new class because of stats or because it fits an RP plan they have. And if they have a solid plan for their character concept and how they RP their character then does it matter how many classes are involved???</p></blockquote><p></p>
[QUOTE="StGabe, post: 3369795, member: 49275"] That's all cool. I didn't realize you were having bajillions of variant classes which does change things up a bit. Although, honestly, it's a bit confusing to me with respect to your initial premise. Also you still haven't explained how my example player (the cat-haunted rogue) would express his character design in your system (unless there is a variant class for that written somewhere). Using tons of variant classes is confusing to me because I am very careful about what variants I use (and use very few that aren't handcrafted) exactly for the reasons you seem to want to disallow freeform multiclassing. I find that opening the gate to so many classes (usually less playtested classes) creates all sorts of opportunities for play imbalance and "gaming the system". In my experience, players who dig through every source book available to grab obscure variant base classes or what not are the ones who end up way overpowered and under RP'ed. It just seems odd to me that you would allow all sorts of variant classes, etc., or even (apparently, by your comments a few posts ago) make up new feats for players but you won't simply talk to them about their class choices and make sure that they are choosing classes in order to fulfill an interesting character concept and not to be munchkins. Because I mention it every post, why doesn't the following guideline fix all your multiclassing problems as you've expressed them: All choices of classes after your first must be pre-approved by the DM. You mumbled something about wanting a guideline in advance but really, that IS a guideline in advance. Just talk to each player during player creation about where they see their character going in the future and you are set. If something major happens to change how a player develops you can simply have that chat again. It's not that hard to tell whether a player is picking a new class because of stats or because it fits an RP plan they have. And if they have a solid plan for their character concept and how they RP their character then does it matter how many classes are involved??? [/QUOTE]
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