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General Tabletop Discussion
*Dungeons & Dragons
When should I Multiclass?
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<blockquote data-quote="AmerginLiath" data-source="post: 6462367" data-attributes="member: 777"><p>The idea of armor basically setting a Base AC that Dex adds to (such that Barbarian really has a reset base of 10+Con and Monk has a reset base of 10+Wis) instead of a simple plus is a simple and cool one, but it does take a bit of getting used to. I think that in six months' time, we'll have sorted these things out in our heads and the simplified 3e-meets-4e-at-AD&D's-house math of 5e will be second nature to us!</p><p></p><p>That said, it really seems that there is no clear single answer to "when should I multiclass?" I love that folks can give the "do it when the story calls for it" response straightly, since the system allows for that to work really just as well (you might be a level or two better or worse on paper than other options, but you have what you need when you take it). As with many questions that used to be exact-level, it seems to go to 'tiers' of levels (where you can choose to switch between classes after x, y, or z number of classes than switch back later).</p><p></p><p>The bigger question in multiclassing that I see is less When but How Many Levels, since things like ASIs/Extra Attacks/Spell Levels are affected by the ratio. That's of course a guesswork on when one thinks the campaign (or at least character) will last until. As a guy who dislikes high-level play myself (mostly in terms of the concept of how I see the characters in the world at that point, although I also prefer the power & threat level of low-mid-tiers), I tend to think of how I'd build a character to Level 10 – anything beyond that is gravy to the meat.</p><p></p><p>Of course, between backgrounds, some of the feats, and various proficiencies, one can actually do a lot of "multiclassing" in 5e without ever leaving their class (not to mention the variation within subclasses)... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6462367, member: 777"] The idea of armor basically setting a Base AC that Dex adds to (such that Barbarian really has a reset base of 10+Con and Monk has a reset base of 10+Wis) instead of a simple plus is a simple and cool one, but it does take a bit of getting used to. I think that in six months' time, we'll have sorted these things out in our heads and the simplified 3e-meets-4e-at-AD&D's-house math of 5e will be second nature to us! That said, it really seems that there is no clear single answer to "when should I multiclass?" I love that folks can give the "do it when the story calls for it" response straightly, since the system allows for that to work really just as well (you might be a level or two better or worse on paper than other options, but you have what you need when you take it). As with many questions that used to be exact-level, it seems to go to 'tiers' of levels (where you can choose to switch between classes after x, y, or z number of classes than switch back later). The bigger question in multiclassing that I see is less When but How Many Levels, since things like ASIs/Extra Attacks/Spell Levels are affected by the ratio. That's of course a guesswork on when one thinks the campaign (or at least character) will last until. As a guy who dislikes high-level play myself (mostly in terms of the concept of how I see the characters in the world at that point, although I also prefer the power & threat level of low-mid-tiers), I tend to think of how I'd build a character to Level 10 – anything beyond that is gravy to the meat. Of course, between backgrounds, some of the feats, and various proficiencies, one can actually do a lot of "multiclassing" in 5e without ever leaving their class (not to mention the variation within subclasses)... ;) [/QUOTE]
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