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General Tabletop Discussion
*Pathfinder & Starfinder
Problems With Gestalt-Based Multiclassing
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<blockquote data-quote="zztong" data-source="post: 7926333" data-attributes="member: 6943414"><p>I guess I'm willing to go further back to bare-metal. I see multi-classing as an attempt to avoid making a whole bunch of classes. If you can better approximate your character conception by taking a couple of abilities, then multi-class. Or, if you envision your character as a hybrid, then multi-class. Yet, no multi-class system has managed to support all character conceptions.</p><p></p><p>My thinking has been that the trouble is the class system. Whoever designs the class, designs most of the character concept. Let's flip that. Let the player with the character concept design the class. Define a framework for them to use to fill in class details. Then you don't need multi-classing. It wouldn't quite be a classless system, but certainly a step in that direction.</p></blockquote><p></p>
[QUOTE="zztong, post: 7926333, member: 6943414"] I guess I'm willing to go further back to bare-metal. I see multi-classing as an attempt to avoid making a whole bunch of classes. If you can better approximate your character conception by taking a couple of abilities, then multi-class. Or, if you envision your character as a hybrid, then multi-class. Yet, no multi-class system has managed to support all character conceptions. My thinking has been that the trouble is the class system. Whoever designs the class, designs most of the character concept. Let's flip that. Let the player with the character concept design the class. Define a framework for them to use to fill in class details. Then you don't need multi-classing. It wouldn't quite be a classless system, but certainly a step in that direction. [/QUOTE]
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Problems With Gestalt-Based Multiclassing
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