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General Tabletop Discussion
*Dungeons & Dragons
Why is the multi-classing spell slot math so weird?
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<blockquote data-quote="Silam" data-source="post: 9852360" data-attributes="member: 7055898"><p>These are interesting thoughts...</p><p></p><p>I do agree that Magic Initiate goes a long way. It's a pretty powerful feat. And especially with some spells being augmentable, such as Cure Wounds, it can go a long way if you have slots from another class. And on top of it, it allows you to get those MI spells keyed off of whatever mental stat, so in that sense it's actually even more powerful than multi-classing...</p><p></p><p>Regarding the invention of new feats and classes, I personally feel like that's a bit dicey. Not to say that everything in the splatbooks is perfectly well-balanced. In fact, there is clearly a commercial incentive for any additional player option to be gradually more overpowered the longer after the start of a given edition the splatbook comes out. But... even if the splatbook rules aren't perfectly balanced, they are nonetheless often not too bad, and it's pretty difficult to balance homebrew stuff correctly. But it certainly is feasible and if the DM/table likes it this way, then it's totally fine, of course.</p><p></p><p>Overall, I feel like 3.5e had the best multi-class rules (except the oddity of 1st class levels giving big boosts to saves, which was a bit too powerful, but besides that the rest worked pretty well I think). 5e is pretty good overall, in my opinion, but its multi-classing rules are a weak spot. They don't seem very well-thought out to me.</p><p></p><p>But oh well... it's fine <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="😅" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" title="Grinning face with sweat :sweat_smile:" data-shortname=":sweat_smile:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Silam, post: 9852360, member: 7055898"] These are interesting thoughts... I do agree that Magic Initiate goes a long way. It's a pretty powerful feat. And especially with some spells being augmentable, such as Cure Wounds, it can go a long way if you have slots from another class. And on top of it, it allows you to get those MI spells keyed off of whatever mental stat, so in that sense it's actually even more powerful than multi-classing... Regarding the invention of new feats and classes, I personally feel like that's a bit dicey. Not to say that everything in the splatbooks is perfectly well-balanced. In fact, there is clearly a commercial incentive for any additional player option to be gradually more overpowered the longer after the start of a given edition the splatbook comes out. But... even if the splatbook rules aren't perfectly balanced, they are nonetheless often not too bad, and it's pretty difficult to balance homebrew stuff correctly. But it certainly is feasible and if the DM/table likes it this way, then it's totally fine, of course. Overall, I feel like 3.5e had the best multi-class rules (except the oddity of 1st class levels giving big boosts to saves, which was a bit too powerful, but besides that the rest worked pretty well I think). 5e is pretty good overall, in my opinion, but its multi-classing rules are a weak spot. They don't seem very well-thought out to me. But oh well... it's fine 🤷♂️😅 [/QUOTE]
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Why is the multi-classing spell slot math so weird?
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