We have a new UA release with two subclasses. The College of Spirits Bard is a fortune teller or spirit medium type character with a big random effect table. Meanwhile the Undeath Pact Warlock is a a do-over of the Undying Pact Warlock.
When it comes to new rules, or rules interactions, that I haven't really pulled apart or done some math on, I'll often still let a player use it, with the proviso that it may need to be reigned in if it proves too good. Most reasonable adults are fine with that compromise.
Yeah, that's all true. Still find it annoying that a default positive experience assumes the player's aren't good at the game, but what are you going to do?
Yeah, that's all true. Still find it annoying that a default positive experience assumes the player's aren't good at the game, but what are you going to do?
And lets the people who are good at the game feel good about themselves.Their default assumption is that people will come with average ability: better than assuming high ability.
And lets the people who are good at the game feel good about themselves.
Their default assumption is that people will come with average ability: better than assuming high ability.
And lets the people who are good at the game feel good about themselves.
Picture possible character concepts as an index card. Toss some coins on it - those are the classes. Many of the concepts are under a coin - these can be realized by a class. Sometimes coins overlap, and these are concepts like "archer" that can be realized by multiple classes.
There's still a lot of uncovered space on the index card, and it basically falls into to two categories. The larger is the space between coins. Those are concepts that can be made with joining coins together. That's what multiclassing brings us.
But I'm skeptical that there are narrative concepts that can only be realized through multiclassing.
So how about some examples?