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Unearthed Arcana: The ranger, revised... overcompensation?
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<blockquote data-quote="Greybeard_Ray" data-source="post: 6897679" data-attributes="member: 6855429"><p>Capn, I don't follow much of the social media stuff, except when referenced (& Linked) in threads like this. However, I have read a few, and my impression is that the Dev's are collectively not very collected. Either that, or they are deliberately obtuse and obfuscating (not that I'd put THAT past them...) </p><p></p><p>As to 'cherry-picking' levels, and multi-classing in general, I have a simple statement for all of you:</p><p></p><p><strong><em><u><span style="font-size: 15px"><span style="color: #0000CD">GET OVER IT!</span></span></u></em></strong></p><p></p><p>Multi-classing has been a part of the mechanics of this game since the first hardback. The Bard class originally required that you take several levels of Fighter, then levels of Wizard, <strong><em>then</em></strong> levels in Thief (not Rogue, Thief [that was the class-name, back then]). So, after investing [12? 13? ... can't remember] levels playing "this that and the other", you finally got to call yourself a Bard. And then got stuck in the back of the group, to guard the Wizard... and buff the party.</p><p></p><p>In terms of cherry-picking, every single [not-primary-caster] class has something worth a one-level dip. Pure casters require a heavy investment in being "pure". Let's examine the first level abilities gained, by class:</p><p></p><p>Barbarian: Rage, Unarmored Defense</p><p>Bard: Spellcasting, Bardic Inspiration</p><p>Cleric: Spellcasting, Divine Domain</p><p>Druid: Druidic, Spellcasting</p><p>Fighter: Fighting Style, Second Wind</p><p>Monk: Unarmored Defense, Martial Arts</p><p>Paladin: Divine Sense, Lay on Hands</p><p>Ranger: Favored Enemy, Natural Explorer</p><p>Revised Ranger: Favored Enemy, Natural Explorer (revised versions)</p><p>Rogue: Expertise, Sneak Attack, Thieves' Cant</p><p>Sorcerer: Spellcasting, Sorcererous Origin</p><p>Warlock: Otherworldly Patron, Pact Magic</p><p>Wizard: Spellcasting, Arcane Recovery</p><p></p><p>Yes, I know you know them, but look at them collectively. What I see is: 2 features; one strong (or very strong), and one (maybe/kinda/sorta/semi-/mixed) debatable. </p><p></p><p>Yes, there are features worth 'cherry-picking' on this list: Rage, Unarmored Defense (either), Fighting Style, Expertise, Sneak Attack, and yes, the Revised Natural Explorer. Are they worth a level dip? That's up to the PLAYER. Are any of them game-breakers? Not in the 2-years I've been playing THIS edition (out of 42 years total) [Before you say it, yes, I'm old. Hence the 'Handle']</p><p></p><p>Are players going to want to Multi-Class/Level Dip? Yes. Is it game-breaking? If YOU think it is, don't allow it in your game. [But for the <span style="color: #FF0000">LUV UV GAWD</span>, try it, first, okay?] Are there going to be Munchkin/Min-Max/PowerGamer character designs? Of course there are, those types are "now, and will always be {/SpockVoice}" a part of this game.</p><p></p><p></blow-hard mode OFF></p></blockquote><p></p>
[QUOTE="Greybeard_Ray, post: 6897679, member: 6855429"] Capn, I don't follow much of the social media stuff, except when referenced (& Linked) in threads like this. However, I have read a few, and my impression is that the Dev's are collectively not very collected. Either that, or they are deliberately obtuse and obfuscating (not that I'd put THAT past them...) As to 'cherry-picking' levels, and multi-classing in general, I have a simple statement for all of you: [B][I][U][SIZE=4][COLOR="#0000CD"]GET OVER IT![/COLOR][/SIZE][/U][/I][/B] Multi-classing has been a part of the mechanics of this game since the first hardback. The Bard class originally required that you take several levels of Fighter, then levels of Wizard, [B][I]then[/I][/B] levels in Thief (not Rogue, Thief [that was the class-name, back then]). So, after investing [12? 13? ... can't remember] levels playing "this that and the other", you finally got to call yourself a Bard. And then got stuck in the back of the group, to guard the Wizard... and buff the party. In terms of cherry-picking, every single [not-primary-caster] class has something worth a one-level dip. Pure casters require a heavy investment in being "pure". Let's examine the first level abilities gained, by class: Barbarian: Rage, Unarmored Defense Bard: Spellcasting, Bardic Inspiration Cleric: Spellcasting, Divine Domain Druid: Druidic, Spellcasting Fighter: Fighting Style, Second Wind Monk: Unarmored Defense, Martial Arts Paladin: Divine Sense, Lay on Hands Ranger: Favored Enemy, Natural Explorer Revised Ranger: Favored Enemy, Natural Explorer (revised versions) Rogue: Expertise, Sneak Attack, Thieves' Cant Sorcerer: Spellcasting, Sorcererous Origin Warlock: Otherworldly Patron, Pact Magic Wizard: Spellcasting, Arcane Recovery Yes, I know you know them, but look at them collectively. What I see is: 2 features; one strong (or very strong), and one (maybe/kinda/sorta/semi-/mixed) debatable. Yes, there are features worth 'cherry-picking' on this list: Rage, Unarmored Defense (either), Fighting Style, Expertise, Sneak Attack, and yes, the Revised Natural Explorer. Are they worth a level dip? That's up to the PLAYER. Are any of them game-breakers? Not in the 2-years I've been playing THIS edition (out of 42 years total) [Before you say it, yes, I'm old. Hence the 'Handle'] Are players going to want to Multi-Class/Level Dip? Yes. Is it game-breaking? If YOU think it is, don't allow it in your game. [But for the [COLOR="#FF0000"]LUV UV GAWD[/COLOR], try it, first, okay?] Are there going to be Munchkin/Min-Max/PowerGamer character designs? Of course there are, those types are "now, and will always be {/SpockVoice}" a part of this game. </blow-hard mode OFF> [/QUOTE]
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