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Why should I allow Multiclassing ?
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<blockquote data-quote="AmerginLiath" data-source="post: 6462360" data-attributes="member: 777"><p>I'd say that, in the absence of multiclassing, feats become more important to certain concepts. To be fair, I say this as a player with a decades' long history of being yelled at by optimizers for my choices of flavor-multiclassing and such (just because one person is a "min-maxer," it does not follow that all or even most are: the online D&D community isn't a good sample, for example, in this regard). Where feats shine is in allowing tiny dips of flavor in things like picking up a tiny bit of spellcasting (in case someone wants to only be slightly magical, the equivalent of a few levels in a class or one of a few races' abilities, without being in the particular narrative space of something like an Eldritch Knight or Arcane Trickster).</p><p></p><p>I don't know your players, but the question remains is whether they're going to be using multiclassing (or feats) as a "min-maxing" or powergaming tool, or rather a way of freely exploring their character concept and the world (even to the detriment of their power-on-paper). I'm not saying necessarily to allow multiclassing – in DMing a game with large groups or new players, I'd use the logic in the second half of your post precisely (although I'd likely work with them regarding feats, races, and backgrounds for customizing some of the things that would otherwise come from having an additional class). But it's probably premature to assume that all players would be approaching mechanics from one certain angle (indeed, given the odd math of multiclassing in 5e, many players may steer away from it for the sake of simple ease)...</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6462360, member: 777"] I'd say that, in the absence of multiclassing, feats become more important to certain concepts. To be fair, I say this as a player with a decades' long history of being yelled at by optimizers for my choices of flavor-multiclassing and such (just because one person is a "min-maxer," it does not follow that all or even most are: the online D&D community isn't a good sample, for example, in this regard). Where feats shine is in allowing tiny dips of flavor in things like picking up a tiny bit of spellcasting (in case someone wants to only be slightly magical, the equivalent of a few levels in a class or one of a few races' abilities, without being in the particular narrative space of something like an Eldritch Knight or Arcane Trickster). I don't know your players, but the question remains is whether they're going to be using multiclassing (or feats) as a "min-maxing" or powergaming tool, or rather a way of freely exploring their character concept and the world (even to the detriment of their power-on-paper). I'm not saying necessarily to allow multiclassing – in DMing a game with large groups or new players, I'd use the logic in the second half of your post precisely (although I'd likely work with them regarding feats, races, and backgrounds for customizing some of the things that would otherwise come from having an additional class). But it's probably premature to assume that all players would be approaching mechanics from one certain angle (indeed, given the odd math of multiclassing in 5e, many players may steer away from it for the sake of simple ease)... [/QUOTE]
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