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The state of Multiclass-Dips in One D&D
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<blockquote data-quote="Ashrym" data-source="post: 8858511" data-attributes="member: 6750235"><p>I'm not seeing dipping in another class as a significant issue in itself. A single level doesn't give much in most cases, costs an epic boon now, and still delays main class progression. 2 levels does the same and costs a feat as well. 3 levels is getting beyond dipping and also costs the main high level ability.</p><p></p><p>In the case of spell casters as the main class that level progression is painful. </p><p></p><p>We don't have more than 4 classes shown yet so there's a lot of speculation going on here, but those classes show rogues and rangers getting features at every level at high levels to also get delayed. Spells as well in the ranger's case.</p><p></p><p>The example of splashing ranger for hunter's mark with a fighter only works because the fighter's extra attacks are powerful so point at the ranger doesn't make sense. Splashing ranger delays gaining extra attacks or whatever we see at high levels. We cannot see that but from what we see now that another attack, a feat, an extra feat, another feat, another feat maybe, and saving throw benefits. And subclass abilities. Delays matter while playing and cherry picking a nice level gain doesn't change any other level.</p><p></p><p>That character also needs to invest in dex and wis for ranger M/C plus anything he might need for that fighter class. This matters less for some classes and can matter for others.</p><p></p><p>Expertise in a couple of skills is useful but the only thing it does is make that character more reliable in attempting the same tasks. It's not a huge deal.</p><p></p><p>Channel divinity healing looks like it's stronger than it needs to be, but it's still just bonus healing a few times a day for an action cost.</p><p></p><p>I don't see any reason to splash bard or rogue. (I have a hard time seeing much reason to play a bard at all over a reflavored cleric with the spell changes).</p><p></p><p>I'm not a fan of multi-classing. Multi-classing can be complex. I prefer using feats instead. That method is simpler. But I need to question what the point is in making multi-classing not appealing to players. Low level abilities are there because they are iconic to the class and players should have iconic abilities throughout the class. Making them less appealing can make the class less appealing. Loading up the high levels with must have abilities can make multi-classing undesirable but that only shifts the issue onto the other side of the spectrum where people who like to multi-class will have incentive to avoid multi-classing. That leaves out the players who want to recreate their old elven fighter / magic user. </p><p></p><p>It's okay for multi-classing to have advantages and the existence of those advantages won't necessarily be problematic.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 8858511, member: 6750235"] I'm not seeing dipping in another class as a significant issue in itself. A single level doesn't give much in most cases, costs an epic boon now, and still delays main class progression. 2 levels does the same and costs a feat as well. 3 levels is getting beyond dipping and also costs the main high level ability. In the case of spell casters as the main class that level progression is painful. We don't have more than 4 classes shown yet so there's a lot of speculation going on here, but those classes show rogues and rangers getting features at every level at high levels to also get delayed. Spells as well in the ranger's case. The example of splashing ranger for hunter's mark with a fighter only works because the fighter's extra attacks are powerful so point at the ranger doesn't make sense. Splashing ranger delays gaining extra attacks or whatever we see at high levels. We cannot see that but from what we see now that another attack, a feat, an extra feat, another feat, another feat maybe, and saving throw benefits. And subclass abilities. Delays matter while playing and cherry picking a nice level gain doesn't change any other level. That character also needs to invest in dex and wis for ranger M/C plus anything he might need for that fighter class. This matters less for some classes and can matter for others. Expertise in a couple of skills is useful but the only thing it does is make that character more reliable in attempting the same tasks. It's not a huge deal. Channel divinity healing looks like it's stronger than it needs to be, but it's still just bonus healing a few times a day for an action cost. I don't see any reason to splash bard or rogue. (I have a hard time seeing much reason to play a bard at all over a reflavored cleric with the spell changes). I'm not a fan of multi-classing. Multi-classing can be complex. I prefer using feats instead. That method is simpler. But I need to question what the point is in making multi-classing not appealing to players. Low level abilities are there because they are iconic to the class and players should have iconic abilities throughout the class. Making them less appealing can make the class less appealing. Loading up the high levels with must have abilities can make multi-classing undesirable but that only shifts the issue onto the other side of the spectrum where people who like to multi-class will have incentive to avoid multi-classing. That leaves out the players who want to recreate their old elven fighter / magic user. It's okay for multi-classing to have advantages and the existence of those advantages won't necessarily be problematic. [/QUOTE]
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