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What is most important to you for 5e?
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<blockquote data-quote="Greg K" data-source="post: 5984697" data-attributes="member: 5038"><p>For myself, I would not allow that progression with levels in different classes. From my perspective, the classes are not something you can just take. The package of abilities represent years of training for a starting character- even a fighter learning to utilize all those weapons proficiently takes a significant amount of time.. Once adventuring begins, there would need to be significant amount of downtime so characters can't be wandering off adventuring (I use the training variant in the DMG, but the times are longer).</p><p></p><p>My own preference as a DM for those types of backgrounds would using be, if using 3e a combination of UA style class variants (discussed briefly in the PHB and DMG), 3.0 0/0 multiclassing at first level, and/or a third party class to help get close to the concept at first level.</p><p></p><p>For the ex thief, I would tell the player to</p><p>a) use the Martial Rogue UA variant ( a rogue that gives up sneak attack for bonus feats) and Paladin multiclass at first level;</p><p>b) I might create a Paladin variant for the thieving while the fighter training would be covered under Paladin training and weapons- use your starting feat and take a feat on the fighters list; or </p><p>c) some combination of the above</p><p></p><p>This would cover the character up to the point the adventure begins. Any probation period would be factored in during the paladin training. At most, the character would have two classes at the start and either way the background elements are covered up to the start of play.</p><p></p><p>Depending upon the campaign setting, I might ease the training restriction on multiclassing to cleric since the Paladin is a divine class. Then again, I might not if the campaign setting there are rituals and other things that need to be learned to become a "priest" while Paladin is simply a reward for faith or calling from deity in which case the Paladin goes out of game for a period and can come back later.</p><p></p><p>For your mystic, I would, probably, tell the player to take the OA Shaman. The class can fight unarmed and gets spells. If necessary, I would talk with the player and create a tailored spell list variant in the DMG would be employed. It is all done with one class.</p><p></p><p>Again, just my own take for when I run.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5984697, member: 5038"] For myself, I would not allow that progression with levels in different classes. From my perspective, the classes are not something you can just take. The package of abilities represent years of training for a starting character- even a fighter learning to utilize all those weapons proficiently takes a significant amount of time.. Once adventuring begins, there would need to be significant amount of downtime so characters can't be wandering off adventuring (I use the training variant in the DMG, but the times are longer). My own preference as a DM for those types of backgrounds would using be, if using 3e a combination of UA style class variants (discussed briefly in the PHB and DMG), 3.0 0/0 multiclassing at first level, and/or a third party class to help get close to the concept at first level. For the ex thief, I would tell the player to a) use the Martial Rogue UA variant ( a rogue that gives up sneak attack for bonus feats) and Paladin multiclass at first level; b) I might create a Paladin variant for the thieving while the fighter training would be covered under Paladin training and weapons- use your starting feat and take a feat on the fighters list; or c) some combination of the above This would cover the character up to the point the adventure begins. Any probation period would be factored in during the paladin training. At most, the character would have two classes at the start and either way the background elements are covered up to the start of play. Depending upon the campaign setting, I might ease the training restriction on multiclassing to cleric since the Paladin is a divine class. Then again, I might not if the campaign setting there are rituals and other things that need to be learned to become a "priest" while Paladin is simply a reward for faith or calling from deity in which case the Paladin goes out of game for a period and can come back later. For your mystic, I would, probably, tell the player to take the OA Shaman. The class can fight unarmed and gets spells. If necessary, I would talk with the player and create a tailored spell list variant in the DMG would be employed. It is all done with one class. Again, just my own take for when I run. [/QUOTE]
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