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<blockquote data-quote="Lanefan" data-source="post: 8654238" data-attributes="member: 29398"><p>3e-4e-5e multiclassing rules would like a word about this, I think.</p><p></p><p>What D&D does lack is a viable means for a character to willingly drop an existing class completely. I've fixed this in my game via addition of <em>Renouncement,</em> a homebrewed high-level Clerical spell that in effect erases a class from a willing and free-thinking character. Most often cast on characters with alignment-restricted classes who have undergone an alignment change and now not only can no longer be what they were but see it as repulsive and want nothing further to do with it.</p><p></p><p>IMO the mechanics have no business being involved here at all. There's no "chance of success" unless someone at the table is acting as a roleplay monitor; the only person who really knows whether the bond has been played "properly" is the person playing it, and thus no reason for dice to hit the table.</p><p></p><p>Again, it doesn't need to. One can roleplay one gritting one's teeth and trying to rise to the occasion; and D&D (in some editions, anyway) in fact does have mechanics around how the audience might react.</p><p></p><p>Sure, works for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The flip side is that the character could be roleplayed as becoming less and less confident and-or sure of himself as time goes on and he keeps blowing his pick-lock rolls, even though his underlying mechanics stay the same.</p><p></p><p>What I'm trying to do is separate the mechanical abstraction from the roleplay; and IMO there isn't (or shouldn't be) any noticeable difference between the two characters in the bolded sentence, in the eyes of anyone else at the table. They see what you roleplay.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8654238, member: 29398"] 3e-4e-5e multiclassing rules would like a word about this, I think. What D&D does lack is a viable means for a character to willingly drop an existing class completely. I've fixed this in my game via addition of [I]Renouncement,[/I] a homebrewed high-level Clerical spell that in effect erases a class from a willing and free-thinking character. Most often cast on characters with alignment-restricted classes who have undergone an alignment change and now not only can no longer be what they were but see it as repulsive and want nothing further to do with it. IMO the mechanics have no business being involved here at all. There's no "chance of success" unless someone at the table is acting as a roleplay monitor; the only person who really knows whether the bond has been played "properly" is the person playing it, and thus no reason for dice to hit the table. Again, it doesn't need to. One can roleplay one gritting one's teeth and trying to rise to the occasion; and D&D (in some editions, anyway) in fact does have mechanics around how the audience might react. Sure, works for me. :) The flip side is that the character could be roleplayed as becoming less and less confident and-or sure of himself as time goes on and he keeps blowing his pick-lock rolls, even though his underlying mechanics stay the same. What I'm trying to do is separate the mechanical abstraction from the roleplay; and IMO there isn't (or shouldn't be) any noticeable difference between the two characters in the bolded sentence, in the eyes of anyone else at the table. They see what you roleplay. [/QUOTE]
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