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Community
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Was the Rune Knight (in Tasha's) "over-nerfed"?
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<blockquote data-quote="Bacon Bits" data-source="post: 8233315" data-attributes="member: 6777737"><p>I think the major problem with multiclassing is not really a problem with multiclassing itself. I think the problem is that Warlock is a fairly poor class design. I love the theming and background of the class, but the mechanics are awful. The design is simply exacerbated when multiclassing is included. Warlock's major problem is that the class feature progression hits a brick wall at level 2 that doesn't go away until level 11. The base class is not worth being single class through the meat of the game.</p><p></p><p>Stepping back, the biggest problem with multiclassing <em>overall</em> is the fact that class abilities over level 10 are virtually never worth staying in the class for unless you're getting spell levels 7, 8 and 9. The abilities you gain below level 10 are almost universally better than those you gain from levels 12 to 19. Multiclassing should be balanced out by the fact that class abilities above level 11 are <em>really compelling</em> and they just aren't. They're trash with very few exceptions. It's not uncommon to get nothing but incremental improvements that suffer from diminishing returns. Yeah, capstones are often great, but because they're level 20 they virtually don't exist and should not bear significant weight in a standard campaign.</p><p></p><p>And, yes, there are some subclass features that are worth sticking around for, but they're fairly rare and highly varied. Champion Fighter's level 18 Survivor is amazing, while Battle Master's level 18 Improved Combat Superiority is trash tier. And Champion's Survivor doesn't necessarily make that subclass compelling after level 11 or 12.</p><p></p><p>To be clear, there are a number of well designed classes, most especially Rogue. The problem is that the majority don't fit that mold, and spellcasters are only worth it because of new spells.</p><p></p><p></p><p></p><p>I don't think the difficulty of multiclassing is a significant limitation to it. Rather, I don't think it's difficult enough to figure out to be called a real limitation. Even if it were, the fact that someone might choose badly or that a choice is hard to evaluate isn't a true balancing mechanic. That's just raising the bar of the system mastery learning curve. It might <em>discourage people from using multiclassing</em> but it doesn't balance the game's mechanics at all. It just hides what's broken.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8233315, member: 6777737"] I think the major problem with multiclassing is not really a problem with multiclassing itself. I think the problem is that Warlock is a fairly poor class design. I love the theming and background of the class, but the mechanics are awful. The design is simply exacerbated when multiclassing is included. Warlock's major problem is that the class feature progression hits a brick wall at level 2 that doesn't go away until level 11. The base class is not worth being single class through the meat of the game. Stepping back, the biggest problem with multiclassing [I]overall[/I] is the fact that class abilities over level 10 are virtually never worth staying in the class for unless you're getting spell levels 7, 8 and 9. The abilities you gain below level 10 are almost universally better than those you gain from levels 12 to 19. Multiclassing should be balanced out by the fact that class abilities above level 11 are [I]really compelling[/I] and they just aren't. They're trash with very few exceptions. It's not uncommon to get nothing but incremental improvements that suffer from diminishing returns. Yeah, capstones are often great, but because they're level 20 they virtually don't exist and should not bear significant weight in a standard campaign. And, yes, there are some subclass features that are worth sticking around for, but they're fairly rare and highly varied. Champion Fighter's level 18 Survivor is amazing, while Battle Master's level 18 Improved Combat Superiority is trash tier. And Champion's Survivor doesn't necessarily make that subclass compelling after level 11 or 12. To be clear, there are a number of well designed classes, most especially Rogue. The problem is that the majority don't fit that mold, and spellcasters are only worth it because of new spells. I don't think the difficulty of multiclassing is a significant limitation to it. Rather, I don't think it's difficult enough to figure out to be called a real limitation. Even if it were, the fact that someone might choose badly or that a choice is hard to evaluate isn't a true balancing mechanic. That's just raising the bar of the system mastery learning curve. It might [I]discourage people from using multiclassing[/I] but it doesn't balance the game's mechanics at all. It just hides what's broken. [/QUOTE]
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Community
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Was the Rune Knight (in Tasha's) "over-nerfed"?
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