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General Tabletop Discussion
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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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<blockquote data-quote="Blue" data-source="post: 7010573" data-attributes="member: 20564"><p>What is you goal with this? What issues are you trying to address with it?</p><p></p><p>I have an example of classes and multic..."dual-classing" that I've used before. Sprinkle coins on an index card. The area under them are concepts you can build with the existing classes. Sometimes they overlap, showing more than one class can do it, like an archer. Some areas aren't under a coin, which means that they are not easy to represent with the classes.</p><p></p><p>Of the areas not under a coin, there's the parts between a coin and the edge. 5e doesn't really have a class mechanic to address these, hope there's a feat, background, or other non-class mechanic to help you if that's your concept.</p><p></p><p>The area between coins are the concepts that dual-classing can help realize mechanically. For me, that's my first goal: be able to address concepts that don't fall mechanically into a class.</p><p></p><p>This seems to also address that, but only half way between coins (or the center of a triangle for triple classing). If you have two coins not particularly close, there can be concepts missed that only going to the midpoint won't address.</p><p></p><p>My second goal for dual-classing is to allow ongoing story to affect mechanics. The rogue brought back to life who devotes himself to becoming a holy warrior can be done by taking levels in paladin or cleric. The proposed multiclassing seems to take that option away.</p><p></p><p>So compared to 5e dual-classing, this partially/mostly meets one goals and misses another. But that's just what I'm looking for. What are you looking for so I can evaluate this through that lens?</p></blockquote><p></p>
[QUOTE="Blue, post: 7010573, member: 20564"] What is you goal with this? What issues are you trying to address with it? I have an example of classes and multic..."dual-classing" that I've used before. Sprinkle coins on an index card. The area under them are concepts you can build with the existing classes. Sometimes they overlap, showing more than one class can do it, like an archer. Some areas aren't under a coin, which means that they are not easy to represent with the classes. Of the areas not under a coin, there's the parts between a coin and the edge. 5e doesn't really have a class mechanic to address these, hope there's a feat, background, or other non-class mechanic to help you if that's your concept. The area between coins are the concepts that dual-classing can help realize mechanically. For me, that's my first goal: be able to address concepts that don't fall mechanically into a class. This seems to also address that, but only half way between coins (or the center of a triangle for triple classing). If you have two coins not particularly close, there can be concepts missed that only going to the midpoint won't address. My second goal for dual-classing is to allow ongoing story to affect mechanics. The rogue brought back to life who devotes himself to becoming a holy warrior can be done by taking levels in paladin or cleric. The proposed multiclassing seems to take that option away. So compared to 5e dual-classing, this partially/mostly meets one goals and misses another. But that's just what I'm looking for. What are you looking for so I can evaluate this through that lens? [/QUOTE]
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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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