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Why do you multiclass?
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<blockquote data-quote="Caffe Nightcap" data-source="post: 6751645" data-attributes="member: 6749826"><p>Absolutely true...but when they finish with the venture and return to town, what if there isn't a Temple of Mystra for the Cleric to level up at? What if the Fighter isn't accepted by or accepting of the Militia in town? Can he just train anywhere? What if the Mage Guild in the good aligned town is for Illusionists? Is the Necromancer really going to find gainful study and new spells there? Does the Druid need to seek out a Circle of Druids to level up? If there aren't any near?</p><p></p><p>I'm not trying to play obtuse devil's advocate...I merely trying to point out that there has to be a certain level of suspension of disbelief, if it is truly Dungeons and Dragons and not just true storytelling with people gathered around a table, as there are "rules" and there are powers granted that substantially change a character even within a single class type, and if it is feasible to suspend disbelief, or to include a story/plot development of such, then there really shouldn't be that much more required to accept a character gaining those new powers from a different class. This is assuming of course that the combination makes sense and that an effort and desire has been made by the player to show such growth or story line inclusion. A Mage could be Captain of the Militia. A Halfling Rogue could be a Cleric of Brandobaris.</p><p></p><p>I understand the fear of multiclassing...but this isn't Pathfinder with horridly abusive options available. 5e balanced on the side of single classes being stronger. In the end, I play how the GM wants...but as much as I would leave a group where the GM lets any go...with no constraints on something being believable, I would also jump ship on a GM who couldn't explain to me why my Sorcerer couldn't worship Mystra in a way that allows her to act as a Cleric other than "Because I don't like it...".</p></blockquote><p></p>
[QUOTE="Caffe Nightcap, post: 6751645, member: 6749826"] Absolutely true...but when they finish with the venture and return to town, what if there isn't a Temple of Mystra for the Cleric to level up at? What if the Fighter isn't accepted by or accepting of the Militia in town? Can he just train anywhere? What if the Mage Guild in the good aligned town is for Illusionists? Is the Necromancer really going to find gainful study and new spells there? Does the Druid need to seek out a Circle of Druids to level up? If there aren't any near? I'm not trying to play obtuse devil's advocate...I merely trying to point out that there has to be a certain level of suspension of disbelief, if it is truly Dungeons and Dragons and not just true storytelling with people gathered around a table, as there are "rules" and there are powers granted that substantially change a character even within a single class type, and if it is feasible to suspend disbelief, or to include a story/plot development of such, then there really shouldn't be that much more required to accept a character gaining those new powers from a different class. This is assuming of course that the combination makes sense and that an effort and desire has been made by the player to show such growth or story line inclusion. A Mage could be Captain of the Militia. A Halfling Rogue could be a Cleric of Brandobaris. I understand the fear of multiclassing...but this isn't Pathfinder with horridly abusive options available. 5e balanced on the side of single classes being stronger. In the end, I play how the GM wants...but as much as I would leave a group where the GM lets any go...with no constraints on something being believable, I would also jump ship on a GM who couldn't explain to me why my Sorcerer couldn't worship Mystra in a way that allows her to act as a Cleric other than "Because I don't like it...". [/QUOTE]
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