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<blockquote data-quote="Cybit" data-source="post: 6317722" data-attributes="member: 66111"><p>A) You are stuck playing a 10 STR fighter for two levels. You will probably die. So there is the entire "hey party, I'm playing a fighter that can't hit things in melee!" bit.</p><p></p><p>B) This assumes the MC requirements stay only one sided; meaning that you aren't required to have both classes' MC requirements. I have no special knowledge of such things, but it would not surprise me if that is changed in the final PHB. </p><p></p><p></p><p></p><p>I think you are overreacting and sort of missing the point about 5E, which, frankly, for a ton of people hyperanalyzing every little bit of 5E, is mind-boggling. 5E is a very basic framework of a game, with the capability of "build your own edition". <strong>The game is designed from the ground up assuming that each group will make changes to fit their specific playstyle.</strong> Everyone seems to be hung up on the "official" rules, when the design of the game explicitly states that each group is intended to make minor and/or major modifications to make the game fit their own group. </p><p></p><p>OK with Damage on a Miss? Here's some mechanics that use it. Not OK? Here are equivalent mechanics that don't use it. Fine with people being able to heal themselves? Here are some mechanics for it. Not fine? Here are some alternate mechanics. The hard work in the edition is getting said mechanics to balance with each other, which for the most part, I think they've managed to do a real good job of it.</p><p></p><p>As for "DM empowerment", well, all they've done is shifted the burden to the whole group on how to play. By making multiclass opt-in rather than opt-out, it means that the game is balanced around non multiclass characters, meaning that players aren't screwed for not going an optimization route with multiclassing, as well as allowing WotC to not have to try to come up with ways to deal with every potential corner case of multiclass power-gaming. Making gaming groups sit down and customize the game the way they like it before they start seems like a pretty good idea to me, overall. People having "power" over each other in a gaming group is an issue between the people, not the game.</p></blockquote><p></p>
[QUOTE="Cybit, post: 6317722, member: 66111"] A) You are stuck playing a 10 STR fighter for two levels. You will probably die. So there is the entire "hey party, I'm playing a fighter that can't hit things in melee!" bit. B) This assumes the MC requirements stay only one sided; meaning that you aren't required to have both classes' MC requirements. I have no special knowledge of such things, but it would not surprise me if that is changed in the final PHB. I think you are overreacting and sort of missing the point about 5E, which, frankly, for a ton of people hyperanalyzing every little bit of 5E, is mind-boggling. 5E is a very basic framework of a game, with the capability of "build your own edition". [B]The game is designed from the ground up assuming that each group will make changes to fit their specific playstyle.[/B] Everyone seems to be hung up on the "official" rules, when the design of the game explicitly states that each group is intended to make minor and/or major modifications to make the game fit their own group. OK with Damage on a Miss? Here's some mechanics that use it. Not OK? Here are equivalent mechanics that don't use it. Fine with people being able to heal themselves? Here are some mechanics for it. Not fine? Here are some alternate mechanics. The hard work in the edition is getting said mechanics to balance with each other, which for the most part, I think they've managed to do a real good job of it. As for "DM empowerment", well, all they've done is shifted the burden to the whole group on how to play. By making multiclass opt-in rather than opt-out, it means that the game is balanced around non multiclass characters, meaning that players aren't screwed for not going an optimization route with multiclassing, as well as allowing WotC to not have to try to come up with ways to deal with every potential corner case of multiclass power-gaming. Making gaming groups sit down and customize the game the way they like it before they start seems like a pretty good idea to me, overall. People having "power" over each other in a gaming group is an issue between the people, not the game. [/QUOTE]
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