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Unearthed Arcana: Spirits Bard and Undeath Warlock
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<blockquote data-quote="jmartkdr2" data-source="post: 8058010" data-attributes="member: 7017304"><p>Removing multiclassing has two or three big benefits:</p><p></p><p>1. It shuts down 95% or more of powergaming shenanigans. You can still powergame a little with feats, but there's not a lot of actually very powerful options with feats and no multiclassing. (If you know your players won't powergame in an annoying way anyways, this isn't a big deal.)</p><p></p><p>2. Multiclassing can (doesn't always but can) dilute the theme/story/roleplay hook of the classes. Even a fighter is something narratively, but as you mix classes that story hook can get washed away into a pile of numbers and unrelated features. (If you know your players will definitely have a story for their character anyways, this isn't a big deal. But like the above point, it depends on a certain level of trust that you likely don't have unless you've been gaming with this group for a while.)</p><p></p><p>3. It makes running the game a lot simpler (this is the 'might be big' benefit). There's fewer mechanical interactions to worry about, and the character's concept is much easier to grasp so it's easier to figure out what to do with the pc (ie what sorts of challenges to use). </p><p></p><p>I wouldn't remove it for the long-running groups I'm part of, but especially for an open-table game I'd highly recommend giving this option some serious thought.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8058010, member: 7017304"] Removing multiclassing has two or three big benefits: 1. It shuts down 95% or more of powergaming shenanigans. You can still powergame a little with feats, but there's not a lot of actually very powerful options with feats and no multiclassing. (If you know your players won't powergame in an annoying way anyways, this isn't a big deal.) 2. Multiclassing can (doesn't always but can) dilute the theme/story/roleplay hook of the classes. Even a fighter is something narratively, but as you mix classes that story hook can get washed away into a pile of numbers and unrelated features. (If you know your players will definitely have a story for their character anyways, this isn't a big deal. But like the above point, it depends on a certain level of trust that you likely don't have unless you've been gaming with this group for a while.) 3. It makes running the game a lot simpler (this is the 'might be big' benefit). There's fewer mechanical interactions to worry about, and the character's concept is much easier to grasp so it's easier to figure out what to do with the pc (ie what sorts of challenges to use). I wouldn't remove it for the long-running groups I'm part of, but especially for an open-table game I'd highly recommend giving this option some serious thought. [/QUOTE]
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Unearthed Arcana: Spirits Bard and Undeath Warlock
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