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Unearthed Arcana: Spirits Bard and Undeath Warlock
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<blockquote data-quote="Blue" data-source="post: 8058194" data-attributes="member: 20564"><p>But that does not mean it outweighs the benefits it brings.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>After that, all you have left is the space between coins and the edge. Those are concepts we can't realize with the existing classes. New classes add new coins, both to directly cover amd alto to cover in-between spots with the benefit of multiclassing.</p><p></p><p>I had my eyes opened when sitting down with my eldest daughter when she was a wee lass and asking her to describe a character for us to build. It was no where near D&D. Even zooming in on a few "most important" features was a poor fit. It made me realize that playing withing D&D we think within the shape of the classes, with what we can make, and that it really leaves so much out.</p><p></p><p></p><p></p><p>This makes me thing you've actually only seen multiclassing in a few situations. One-shots at specific levels, high level games, or with one of the few badly balanced cherry-pick classes. In basically every other case, multiclassing needs to struggle to stay on-par with single classed characters.</p><p></p><p>One-shots can grab what's the best at this level, even if it puts them in a debt which means the levels before and/or after will be worse.</p><p></p><p>High level can get around the sin of delaying ASI/feats or missing the level 5 (and 11) power bumps.</p><p></p><p>There are a few poorly balanced low levels, as in they give too much. Fighter is one. Warlock (Hexblade) for some. Cleric for those wanting armor, a nice power, spell slots and some of the best low level spells and cantrips.</p><p></p><p></p><p></p><p>I could say single classing does the exact same thing if it doesn't let me realize my entire concept.</p><p></p><p>The point you brought up of "washed away ... unrelated features" makes me wonder if you have people who are taking random classes for features instead of theme. If that's part of your social contract, then it's fine. If it's not, talk to them.</p><p></p><p>And again, just because a feature is in a single class (and it's subclass) does not mean that it's a thematic fit for the particular character I am running. Concepts can definitely be more nuanced than "I'm a thief".</p><p></p><p></p><p></p><p>Running a single classed caster with the high level spells known from that is more complex in terms of possible mechancial interactions and their effects. Vastly. This is simply not true.</p></blockquote><p></p>
[QUOTE="Blue, post: 8058194, member: 20564"] But that does not mean it outweighs the benefits it brings. 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. After that, all you have left is the space between coins and the edge. Those are concepts we can't realize with the existing classes. New classes add new coins, both to directly cover amd alto to cover in-between spots with the benefit of multiclassing. I had my eyes opened when sitting down with my eldest daughter when she was a wee lass and asking her to describe a character for us to build. It was no where near D&D. Even zooming in on a few "most important" features was a poor fit. It made me realize that playing withing D&D we think within the shape of the classes, with what we can make, and that it really leaves so much out. This makes me thing you've actually only seen multiclassing in a few situations. One-shots at specific levels, high level games, or with one of the few badly balanced cherry-pick classes. In basically every other case, multiclassing needs to struggle to stay on-par with single classed characters. One-shots can grab what's the best at this level, even if it puts them in a debt which means the levels before and/or after will be worse. High level can get around the sin of delaying ASI/feats or missing the level 5 (and 11) power bumps. There are a few poorly balanced low levels, as in they give too much. Fighter is one. Warlock (Hexblade) for some. Cleric for those wanting armor, a nice power, spell slots and some of the best low level spells and cantrips. I could say single classing does the exact same thing if it doesn't let me realize my entire concept. The point you brought up of "washed away ... unrelated features" makes me wonder if you have people who are taking random classes for features instead of theme. If that's part of your social contract, then it's fine. If it's not, talk to them. And again, just because a feature is in a single class (and it's subclass) does not mean that it's a thematic fit for the particular character I am running. Concepts can definitely be more nuanced than "I'm a thief". Running a single classed caster with the high level spells known from that is more complex in terms of possible mechancial interactions and their effects. Vastly. This is simply not true. [/QUOTE]
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