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General Tabletop Discussion
*Dungeons & Dragons
Sometimes Less Is More...or am I the only one who thinks so?
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<blockquote data-quote="FrogReaver" data-source="post: 7809307" data-attributes="member: 6795602"><p>IMO. In a game which ties certain mechanics to certain character flavors then having redundancy is good. The zealot barbarian is a good example. Perhaps I really like the rage mechanic and the holy warrior concept. Why should I be forced to avoid a mechanic I like to play a class concept I like or vice versa.</p><p></p><p></p><p></p><p>I actually think multiclassing makes for a much less unified character concept, (*Unless you are specifically wanting to play the fighter that turns into the sorcerer or something like that). Multiclassing in 5e causes both mechanical and conceptual issues IMO.</p><p></p><p>For example in the case of a Paladin dipping into barbarian, your holy warrior just took on a lot of additional uncivilized/nature/animalistic baggage that probably doesn't actually go along with your character concept. There's the flavor issue. You essentially are stopping your Holy Warrior style to progress in uncivilized/natural/animalistic style. That doesn't really jive very well conceptually. That's the conceptual issue. Then there's the mechanical issue where you delay all of your paladin class abilities just to be able to try to claim your a zlot barbarian. Delaying features to shoehorn some specific mechanic or concept into a class that doesn't innately support that concept just doesn't feel good.</p><p></p><p></p><p></p><p>It's worse to allow players to play races that will be killed on sight than it is to just outright ban them. You are setting players up for a terrible experience and giving them just enough rope to hang themselves so to speak.</p><p></p><p></p><p></p><p>Limiting player options for setting is great. It's probably best to do that with an established playerbase though. Maybe start something more generic till you get to that point.</p><p></p><p></p><p></p><p>I'd make the class with a single subclass as opposed to no subclass. There may be 1 day a player likes the class but wants a slightly different flavor. The subclass change can fill that void.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7809307, member: 6795602"] IMO. In a game which ties certain mechanics to certain character flavors then having redundancy is good. The zealot barbarian is a good example. Perhaps I really like the rage mechanic and the holy warrior concept. Why should I be forced to avoid a mechanic I like to play a class concept I like or vice versa. I actually think multiclassing makes for a much less unified character concept, (*Unless you are specifically wanting to play the fighter that turns into the sorcerer or something like that). Multiclassing in 5e causes both mechanical and conceptual issues IMO. For example in the case of a Paladin dipping into barbarian, your holy warrior just took on a lot of additional uncivilized/nature/animalistic baggage that probably doesn't actually go along with your character concept. There's the flavor issue. You essentially are stopping your Holy Warrior style to progress in uncivilized/natural/animalistic style. That doesn't really jive very well conceptually. That's the conceptual issue. Then there's the mechanical issue where you delay all of your paladin class abilities just to be able to try to claim your a zlot barbarian. Delaying features to shoehorn some specific mechanic or concept into a class that doesn't innately support that concept just doesn't feel good. It's worse to allow players to play races that will be killed on sight than it is to just outright ban them. You are setting players up for a terrible experience and giving them just enough rope to hang themselves so to speak. Limiting player options for setting is great. It's probably best to do that with an established playerbase though. Maybe start something more generic till you get to that point. I'd make the class with a single subclass as opposed to no subclass. There may be 1 day a player likes the class but wants a slightly different flavor. The subclass change can fill that void. [/QUOTE]
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Sometimes Less Is More...or am I the only one who thinks so?
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