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What is most important to you for 5e?
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<blockquote data-quote="Lord Mhoram" data-source="post: 5984801" data-attributes="member: 4789"><p>Perfectly valid take. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>I just come at it as a different position. I figure base structure should be like yours in Next, but with solid multiclassing rules, that allows something like how I envision it in a module.</p><p></p><p></p><p>Part of it is my game choices. I tend to play point based games where there are no classes and such, and the abilities are gained to reinforce character concept and character growth - rather than a character being defined by his abilities and role. So whenI play D&D I approach it that way. And while I don't want to see it core, I'd like to see Next support that approach. 3.x/Pathfinder really does just by dropping Multiclass penalties.</p><p></p><p>And yeah - the Unearthed Aracana options were great - the Mystic was bascially a Gestalt Monk/Sorcerer but all of her sorcerer spells were colored and flavored as Ch'i abilities (and I made sure to limit my spell choices to things that fit). So at 5th level we had the Shu-Do-Ken! Fireball. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>The thing that my approach allows (and I understand that not everyone is like this) that by using multiclassing and/or gestalt you can take a player's unique concept and "create" a new class by just multi-classing. </p><p></p><p>In a modular game the option to do that, I think, would be a strength.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 5984801, member: 4789"] Perfectly valid take. :D I just come at it as a different position. I figure base structure should be like yours in Next, but with solid multiclassing rules, that allows something like how I envision it in a module. Part of it is my game choices. I tend to play point based games where there are no classes and such, and the abilities are gained to reinforce character concept and character growth - rather than a character being defined by his abilities and role. So whenI play D&D I approach it that way. And while I don't want to see it core, I'd like to see Next support that approach. 3.x/Pathfinder really does just by dropping Multiclass penalties. And yeah - the Unearthed Aracana options were great - the Mystic was bascially a Gestalt Monk/Sorcerer but all of her sorcerer spells were colored and flavored as Ch'i abilities (and I made sure to limit my spell choices to things that fit). So at 5th level we had the Shu-Do-Ken! Fireball. :D The thing that my approach allows (and I understand that not everyone is like this) that by using multiclassing and/or gestalt you can take a player's unique concept and "create" a new class by just multi-classing. In a modular game the option to do that, I think, would be a strength. [/QUOTE]
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