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<blockquote data-quote="Technik4" data-source="post: 3378882" data-attributes="member: 7211"><p>Infinitely more? I think your own min/max tendencies are at work here, not your hypothetical players. Do you call 2 skill points, the ability to rage once per day, and the dubious benefit of fast movement (given that your previous 4 levels have been Fighter) "infinitely better" than setting yourself up for 2 feats at 6th level? I don't.</p><p></p><p>The beauty of the 3e ruleset is that there are tangible benefits to multiclassing, beyond just trying to outwardly define yourself through your classes (I'm a fighter/wizard, treat me as such!). Yet as you play a campaign, those early benefits may cost you high-level abilities.</p><p></p><p></p><p></p><p>Then you believe that mechanics determine character identity, not roleplaying. Look, lets say its the first session of a game and no one knows what anyone else is playing (assume the DM is aware of all the characters' skills and classes though). What is everyone's "identity"? If I portray myself as a lightly-armored ranged attacker, then what is my class? You could play with me in a campaign for weeks and not realize that I was 'actually' a ranger (or a fighter, or a rogue). Why should what class I chose determine my identity? The mechanics are just a way to adjucate actions in-game.</p><p></p><p> </p><p></p><p>What if a paladin chooses to multiclass into the Marshall class to become a better paragon of goodness against undead. Or because he wants to emphasize his leadership abilities within a group? Why should a paladin (especially a demihuman paladin) feel like his future is already cookie-cut for him? We're roleplaying Adventurers, PCs - Not NPCs.</p><p></p><p></p><p></p><p>When someone multiclasses it is not an identity transformation, its learning new skills and abilities. Sometimes, these can mesh very well and sometimes they don't.</p><p></p><p>I think everyone would agree with your decision more if you were slightly more lenient, ala:</p><p></p><p>A. "I'm limiting all my players to two classes total - they can have a base class and a prc, or they can multiclass between two base classes, but in any case they can only ever have two classes total. Humans and Half-Elves have the ability to get three total, but they must forgo their next feat in order to multiclass into a third class."</p><p></p><p>or </p><p></p><p>B. "In my game I wish to discourage multiclassing to prevent cherry-picking of low-level classes, therefore whenever anyone wishes to multiclass at any point they must consult me and fully roleplay the transition into their new class. This transition will take 1 week which must be spent with at least one member of the class they are transferring into and puts the PC into their trainer (and possibly their trainer's organization's) debt."</p><p></p><p>Of course I could point out that in RAW 3e there is a mechanic to discourage heavy multiclassing (the Exp penalty, which you seem to overlook in any of your multiclassing analyses) and that B, or some variation, is a common house rule, especially regarding PrCs.</p><p></p><p>Just because youre an older player doesn't mean you should disregard what you discern as to be an overpowered feature. Have your groups abused multiclassing in the past, or is this just a personal grudge concerning how you like to see D&D played? Or have you just read too many smackdown threads?</p></blockquote><p></p>
[QUOTE="Technik4, post: 3378882, member: 7211"] Infinitely more? I think your own min/max tendencies are at work here, not your hypothetical players. Do you call 2 skill points, the ability to rage once per day, and the dubious benefit of fast movement (given that your previous 4 levels have been Fighter) "infinitely better" than setting yourself up for 2 feats at 6th level? I don't. The beauty of the 3e ruleset is that there are tangible benefits to multiclassing, beyond just trying to outwardly define yourself through your classes (I'm a fighter/wizard, treat me as such!). Yet as you play a campaign, those early benefits may cost you high-level abilities. Then you believe that mechanics determine character identity, not roleplaying. Look, lets say its the first session of a game and no one knows what anyone else is playing (assume the DM is aware of all the characters' skills and classes though). What is everyone's "identity"? If I portray myself as a lightly-armored ranged attacker, then what is my class? You could play with me in a campaign for weeks and not realize that I was 'actually' a ranger (or a fighter, or a rogue). Why should what class I chose determine my identity? The mechanics are just a way to adjucate actions in-game. What if a paladin chooses to multiclass into the Marshall class to become a better paragon of goodness against undead. Or because he wants to emphasize his leadership abilities within a group? Why should a paladin (especially a demihuman paladin) feel like his future is already cookie-cut for him? We're roleplaying Adventurers, PCs - Not NPCs. When someone multiclasses it is not an identity transformation, its learning new skills and abilities. Sometimes, these can mesh very well and sometimes they don't. I think everyone would agree with your decision more if you were slightly more lenient, ala: A. "I'm limiting all my players to two classes total - they can have a base class and a prc, or they can multiclass between two base classes, but in any case they can only ever have two classes total. Humans and Half-Elves have the ability to get three total, but they must forgo their next feat in order to multiclass into a third class." or B. "In my game I wish to discourage multiclassing to prevent cherry-picking of low-level classes, therefore whenever anyone wishes to multiclass at any point they must consult me and fully roleplay the transition into their new class. This transition will take 1 week which must be spent with at least one member of the class they are transferring into and puts the PC into their trainer (and possibly their trainer's organization's) debt." Of course I could point out that in RAW 3e there is a mechanic to discourage heavy multiclassing (the Exp penalty, which you seem to overlook in any of your multiclassing analyses) and that B, or some variation, is a common house rule, especially regarding PrCs. Just because youre an older player doesn't mean you should disregard what you discern as to be an overpowered feature. Have your groups abused multiclassing in the past, or is this just a personal grudge concerning how you like to see D&D played? Or have you just read too many smackdown threads? [/QUOTE]
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