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The state of Multiclass-Dips in One D&D
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<blockquote data-quote="tetrasodium" data-source="post: 8856514" data-attributes="member: 93670"><p>It's definitely a vibe that gets felt more & more strongly but that gets into a rant <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f617.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":whistle:" title="Whistling :whistle:" data-smilie="25"data-shortname=":whistle:" />... Ttrpgs usually split somewhat into <em>some</em> form of point buy structure or <em>some</em> form of class type structure & both have their benefits/drawbacks. Class based games avoid some of the learning curve & ease of abuse that are often present with pointbuy & it often comes with a bit of frontloading of classes. I don't think that front loaded classes simply existing are a problem that needs to be changed but frontloaded & overly front loaded classes that improve without equipment gating or class level gating in a system that makes it trivial to have multiple baskets of frontloaded features at minimal cost or investment is definitely an awful combo.</p><p>I don't think those changes actually do much. All they really manage to do is ensure that multiclass sips tend to start at the levels where thebindip class has its full core toolkit so expanding the dip from one or two levels to four levels presents a near zero cost. A MC subsystem change needs to be fr more comprehensive than that deck chair moving head in the sand bandaid.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8856514, member: 93670"] It's definitely a vibe that gets felt more & more strongly but that gets into a rant :whistle:... Ttrpgs usually split somewhat into [I]some[/I] form of point buy structure or [I]some[/I] form of class type structure & both have their benefits/drawbacks. Class based games avoid some of the learning curve & ease of abuse that are often present with pointbuy & it often comes with a bit of frontloading of classes. I don't think that front loaded classes simply existing are a problem that needs to be changed but frontloaded & overly front loaded classes that improve without equipment gating or class level gating in a system that makes it trivial to have multiple baskets of frontloaded features at minimal cost or investment is definitely an awful combo. I don't think those changes actually do much. All they really manage to do is ensure that multiclass sips tend to start at the levels where thebindip class has its full core toolkit so expanding the dip from one or two levels to four levels presents a near zero cost. A MC subsystem change needs to be fr more comprehensive than that deck chair moving head in the sand bandaid. [/QUOTE]
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