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Why do you multiclass?
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<blockquote data-quote="Celtavian" data-source="post: 6746809" data-attributes="member: 5834"><p>What if it changes each time? What if it is 50/50? You do realize that many of us that multiclass plan the character out before we even start the game. We don't say get to 3rd level and go, "Gee, I'd like some warlock levels." We plan the character out, some of us for all 20 levels. We plan what we are going to take at what level. I plan to start off with one level of paladin, then I plan to take three levels of warlock, then I plan to go to level 6 paladin. Then I think will take more levels of warlock to get these abilities. I plan to write an Invocation to make my <em>eldritch blast</em> do fire damage and run it by the DM. My plan is so by the time my character reaches a certain level, he will be able to do the things I envision him doing.</p><p></p><p>It may start off like this. I want a character like a Hell Knight. I want him to have heavy armor and a huge sword, but also be able to fire hellfire blasts. At the same time I want him to be mechanically powerful because what's the point of being a Hell Knight if you're not a badass. Then you try to figure how to make him equally as effective with the sword and blasting. Do you want to take Blade Pact and go for the Warlock invocation that allows him to do his charisma damage or do you want to go for the Improved Divine Smite? Which would better emulate a Hell Knight.</p><p></p><p>Those of us that like multiclassing spend a lot of time developing a concept and pouring over the books to determine what would look cool and be mechanically effective at the same time with equal weight given to each.</p><p></p><p>Your choices imply that a person must either maximize damage or abilities or focus totally on concept absent mechanical effectiveness. That is not attractive to quite a few of us that want to multiclass. We want to bring to life a cool role-play concept that is mechanically effective. We spend a lot of time working to balance both the role-play and min-max aspects of the character. That usually works out to about a 50-50 situation with the role-play versus min-maxing. It also takes a lot of research into how abilities work. Sometimes it leads to a weak character during the early levels, but a very strong character in later levels. If the concept is important to the player, he'll tough out the weakness until the character becomes both cool and powerful.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6746809, member: 5834"] What if it changes each time? What if it is 50/50? You do realize that many of us that multiclass plan the character out before we even start the game. We don't say get to 3rd level and go, "Gee, I'd like some warlock levels." We plan the character out, some of us for all 20 levels. We plan what we are going to take at what level. I plan to start off with one level of paladin, then I plan to take three levels of warlock, then I plan to go to level 6 paladin. Then I think will take more levels of warlock to get these abilities. I plan to write an Invocation to make my [I]eldritch blast[/I] do fire damage and run it by the DM. My plan is so by the time my character reaches a certain level, he will be able to do the things I envision him doing. It may start off like this. I want a character like a Hell Knight. I want him to have heavy armor and a huge sword, but also be able to fire hellfire blasts. At the same time I want him to be mechanically powerful because what's the point of being a Hell Knight if you're not a badass. Then you try to figure how to make him equally as effective with the sword and blasting. Do you want to take Blade Pact and go for the Warlock invocation that allows him to do his charisma damage or do you want to go for the Improved Divine Smite? Which would better emulate a Hell Knight. Those of us that like multiclassing spend a lot of time developing a concept and pouring over the books to determine what would look cool and be mechanically effective at the same time with equal weight given to each. Your choices imply that a person must either maximize damage or abilities or focus totally on concept absent mechanical effectiveness. That is not attractive to quite a few of us that want to multiclass. We want to bring to life a cool role-play concept that is mechanically effective. We spend a lot of time working to balance both the role-play and min-max aspects of the character. That usually works out to about a 50-50 situation with the role-play versus min-maxing. It also takes a lot of research into how abilities work. Sometimes it leads to a weak character during the early levels, but a very strong character in later levels. If the concept is important to the player, he'll tough out the weakness until the character becomes both cool and powerful. [/QUOTE]
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