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To multiclass or not to multiclass
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<blockquote data-quote="jmartkdr2" data-source="post: 9636938" data-attributes="member: 7017304"><p>In my experience, there are three main reasons people multiclass:</p><p></p><p>1. career change</p><p>2. dip</p><p>3. hybrid</p><p></p><p>A career change is when during the character's journey they find they want to follow a different path than the one they started with. When based mostly on rp this usually means a major shift in priorities or outlook: a rogue finding religion and choosing to serve a deity might stop gaining rogue levels and start gaining cleric levels. When primarily mechanically motivated, this is more often a matter of finding the higher-level options of one class boring and so adding a new class to expand one's tools (ie a mid-level barbarian gaining fighter levels rather than more rage bonus.) The existing multiclass rules model this idea well.</p><p></p><p>A dip is when you basically want to play one class but a specific feature of another class is really tempting either thematically (ie a cleric wants unarmored defense) or mechanical (paladin with Pact of the Blade) - of course you can want the feature for both reasons (or justify it for both). This assumes you couldn't get the feature without multiclassing, or that the other ways to get it are actually higher opportunity costs - a feat-based multiclassing system would serve this idea better.</p><p></p><p>A hybrid is when you r concept just sits halfway between two classes - the magus is a good example, although the paladin would be even better if it wasn't already a class. Purely mechanical hybrids would depend or really great synergy between core class elements (like a monk/roge, sorta). Multiclassing rules are generally just not good at this, and a bespoke class will always do the job better. Exit: [USER=6801299]@Horwath[/USER] offered a houserule that might be a good option in many cases.</p><p></p><p>Personally, I try to do both rp and mechanical reasons when I multiclass, because both matter, but which came first just varies. Sometime I note a mechanical synergy, other times I just have an idea that doesn't fit into any one class well. Once in a while it happens mid-campaign as the character grows in unexpected ways.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9636938, member: 7017304"] In my experience, there are three main reasons people multiclass: 1. career change 2. dip 3. hybrid A career change is when during the character's journey they find they want to follow a different path than the one they started with. When based mostly on rp this usually means a major shift in priorities or outlook: a rogue finding religion and choosing to serve a deity might stop gaining rogue levels and start gaining cleric levels. When primarily mechanically motivated, this is more often a matter of finding the higher-level options of one class boring and so adding a new class to expand one's tools (ie a mid-level barbarian gaining fighter levels rather than more rage bonus.) The existing multiclass rules model this idea well. A dip is when you basically want to play one class but a specific feature of another class is really tempting either thematically (ie a cleric wants unarmored defense) or mechanical (paladin with Pact of the Blade) - of course you can want the feature for both reasons (or justify it for both). This assumes you couldn't get the feature without multiclassing, or that the other ways to get it are actually higher opportunity costs - a feat-based multiclassing system would serve this idea better. A hybrid is when you r concept just sits halfway between two classes - the magus is a good example, although the paladin would be even better if it wasn't already a class. Purely mechanical hybrids would depend or really great synergy between core class elements (like a monk/roge, sorta). Multiclassing rules are generally just not good at this, and a bespoke class will always do the job better. Exit: [USER=6801299]@Horwath[/USER] offered a houserule that might be a good option in many cases. Personally, I try to do both rp and mechanical reasons when I multiclass, because both matter, but which came first just varies. Sometime I note a mechanical synergy, other times I just have an idea that doesn't fit into any one class well. Once in a while it happens mid-campaign as the character grows in unexpected ways. [/QUOTE]
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