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<blockquote data-quote="5ekyu" data-source="post: 7474691" data-attributes="member: 6919838"><p>one of the areas i would emphasize is to be very warty of "what this character does" when multiclassing.</p><p></p><p>if you are primarily a caster, don't take MC options that strongly dilute that - like warlock levels that lose the spell slot table or non-caster levels almost period. Expanding your scope *while* continuing to develop your core *or* emphasizing and enhancing your core remains a key element to keep in mind.</p><p></p><p>Obviously there are exceptions:</p><p></p><p>"Are you going to write a follow-up guide that explains how the various combinations make sense from a roleplaying perspective?"</p><p></p><p>Actually, that is perhaps very difficult to do because role-playing tie-ins and such are in my experience extremely setting and table focused. The role-playing tie-ins for a cleric/warlock in greyhawk, realms, Ebberon and my homebrew "splintered world" are likely to be very much different from each other. They also may vary greatly from Al to non-AL.</p><p></p><p>But if i were to try and focus on such i would tend to use some specific examplces and case by case situations.</p><p></p><p>One of the core aspects would be right off the bat "talk to your Gm and keep them in the loop as to your "plan". That way they can have heads up and prepare/helphelp with any sort of NPC related linkages you might need to have." gets back to "RP is very table specific" and so is harder to "guide for" than more direct rules and mechanics are.</p><p></p><p>but as an example, in the game i currently play in, my halfling sorcerer has an entertainer background, runs a variety of entertainment related side-projects including singing and dancing and her own fortune telling with dragon cards. (That helps setup a potential Bard MC right off the bat - esp with already proficient in sorc. Smooth transition.) She also has this belief (or is it a scam?) that she had dragons sing to her in her dreams and uses that as part of some of her performances., (That can be seen as sowing the seeds for a warlock turn at some point.) When we got a wizard temporarily joining our group, she worked hard at getting him to talk about himself and his magic a lot (who doesn't like talking about themselves) including a lot of questions about familiars. (Serves another purpose in character but also could be seen as sowing seeds for warlock-chain turn.) Finally, part of her origin story includes living on the streets running scams with other kids (somewhat at times as a benevolent fagin figure.) (those could serve as a potential seed for a rogue turn esp since she was hanging out with one before the campaign started - another PC - and had used them as contact for fencing goods etc.)</p><p></p><p>In other words, from a rather simple "street-girl-with-talent-gets-discovered" and a few bits of flair, the seeds that could sprout into the various MC (plus other types) turns were laid in.</p><p></p><p>But again the key is, while i sometimes see some folks almost seeming to diss other folks MC using the "roleplaying" cudgel, its actually easy (if a group or table or setting tries to emphasize those things) to have MC and RP go hand in hand (just as much as minmax and RP can.) In my experience some of the best minmaxers and MCers mechanics-wise were also some of the best RPers.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7474691, member: 6919838"] one of the areas i would emphasize is to be very warty of "what this character does" when multiclassing. if you are primarily a caster, don't take MC options that strongly dilute that - like warlock levels that lose the spell slot table or non-caster levels almost period. Expanding your scope *while* continuing to develop your core *or* emphasizing and enhancing your core remains a key element to keep in mind. Obviously there are exceptions: "Are you going to write a follow-up guide that explains how the various combinations make sense from a roleplaying perspective?" Actually, that is perhaps very difficult to do because role-playing tie-ins and such are in my experience extremely setting and table focused. The role-playing tie-ins for a cleric/warlock in greyhawk, realms, Ebberon and my homebrew "splintered world" are likely to be very much different from each other. They also may vary greatly from Al to non-AL. But if i were to try and focus on such i would tend to use some specific examplces and case by case situations. One of the core aspects would be right off the bat "talk to your Gm and keep them in the loop as to your "plan". That way they can have heads up and prepare/helphelp with any sort of NPC related linkages you might need to have." gets back to "RP is very table specific" and so is harder to "guide for" than more direct rules and mechanics are. but as an example, in the game i currently play in, my halfling sorcerer has an entertainer background, runs a variety of entertainment related side-projects including singing and dancing and her own fortune telling with dragon cards. (That helps setup a potential Bard MC right off the bat - esp with already proficient in sorc. Smooth transition.) She also has this belief (or is it a scam?) that she had dragons sing to her in her dreams and uses that as part of some of her performances., (That can be seen as sowing the seeds for a warlock turn at some point.) When we got a wizard temporarily joining our group, she worked hard at getting him to talk about himself and his magic a lot (who doesn't like talking about themselves) including a lot of questions about familiars. (Serves another purpose in character but also could be seen as sowing seeds for warlock-chain turn.) Finally, part of her origin story includes living on the streets running scams with other kids (somewhat at times as a benevolent fagin figure.) (those could serve as a potential seed for a rogue turn esp since she was hanging out with one before the campaign started - another PC - and had used them as contact for fencing goods etc.) In other words, from a rather simple "street-girl-with-talent-gets-discovered" and a few bits of flair, the seeds that could sprout into the various MC (plus other types) turns were laid in. But again the key is, while i sometimes see some folks almost seeming to diss other folks MC using the "roleplaying" cudgel, its actually easy (if a group or table or setting tries to emphasize those things) to have MC and RP go hand in hand (just as much as minmax and RP can.) In my experience some of the best minmaxers and MCers mechanics-wise were also some of the best RPers. [/QUOTE]
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