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General Tabletop Discussion
*Dungeons & Dragons
Why do you multiclass?
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<blockquote data-quote="epithet" data-source="post: 6745527" data-attributes="member: 6796566"><p>I don't multiclass, and in campaigns I run multiclassing is the only optional rule I absolutely refuse. I'll consider any other option, DMG or homebrew, my players are interested in, but not multiclassing, at least not at the beginning of a campaign.</p><p></p><p>That said, if a player came to me with a role-playing reason for his character to switch classes, I would consider that. I would first check to see whether the RP could be served with a feat, or even re-creating the character with a different archetype, but I would consider multiclassing in that situation as a last resort if there weren't another way to implement the character's narrative.</p><p></p><p>I don't have a problem with min/maxing within a class, but when min/max shenanigans include multiclassing you wind up with a crappy result. The whole "dip into class x" to pick up an ability annoys me a great deal, and it seems like the people who do that kind of crap never bother to consider how it makes any sense for a city rogue to suddenly become a barbarian for a couple of levels. D&D is escapist fantasy for me, the modern equivalent of sitting around the fire in the cave telling stories that help us to forget that there are sabre-toothed cats in the darkness who think we smell delicious. When you force me out of the narrative to focus entirely on class mechanics, I remember the predators (because frankly, that crap feels a lot like preparing my income tax return every year.)</p><p></p><p>So, I chose "I generally don't multiclass," because "Oh, <em>hell</em> no" wasn't on the list.</p></blockquote><p></p>
[QUOTE="epithet, post: 6745527, member: 6796566"] I don't multiclass, and in campaigns I run multiclassing is the only optional rule I absolutely refuse. I'll consider any other option, DMG or homebrew, my players are interested in, but not multiclassing, at least not at the beginning of a campaign. That said, if a player came to me with a role-playing reason for his character to switch classes, I would consider that. I would first check to see whether the RP could be served with a feat, or even re-creating the character with a different archetype, but I would consider multiclassing in that situation as a last resort if there weren't another way to implement the character's narrative. I don't have a problem with min/maxing within a class, but when min/max shenanigans include multiclassing you wind up with a crappy result. The whole "dip into class x" to pick up an ability annoys me a great deal, and it seems like the people who do that kind of crap never bother to consider how it makes any sense for a city rogue to suddenly become a barbarian for a couple of levels. D&D is escapist fantasy for me, the modern equivalent of sitting around the fire in the cave telling stories that help us to forget that there are sabre-toothed cats in the darkness who think we smell delicious. When you force me out of the narrative to focus entirely on class mechanics, I remember the predators (because frankly, that crap feels a lot like preparing my income tax return every year.) So, I chose "I generally don't multiclass," because "Oh, [I]hell[/I] no" wasn't on the list. [/QUOTE]
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Why do you multiclass?
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