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Why should I allow Multiclassing ?
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<blockquote data-quote="Joe Liker" data-source="post: 6462713" data-attributes="member: 6777505"><p>Minmaxers will always be capable of terrible things, even without multiclassing. If you want to curb that behavior, then that's a different discussion you need to have with your players. Banning multiclassing is neither necessary nor sufficient if that is your reason.</p><p></p><p>I personally don't like to think of classes as rigid and impossible to escape. A character concept can and should be as mutable and open to subtle variation as real life. In real life, I have many talents that have nothing to do with my primary career, and I'm not comfortable when my character isn't allowed the same freedom. Not that I always multiclass in D&D, but it annoys me to be told I can't just because minmaxers exist.</p><p></p><p>Many eldritch knights and arcane tricksters want to be slightly more magical or slightly more martial. No two people can agree on what the iconic ranger actually is. A paladin of the ancients might decide that some druid magic would enhance his character concept. All of this can be solved by multiclassing.</p><p></p><p>In my opinion, the classes presented in the Player's Handbook are just starting points. The rich variety of players' creative expression should not be denied just because some players are inclined to make their decisions based on combat prowess alone.</p><p></p><p>Just ask your players to explain their character concepts as clearly and with as much detail as possible before the campaign gets off the ground. If you later see them taking levels in classes that don't fit the concept, talk to them and urge them to come up with a solid explanation of why they are changing their concept. If their story is too convoluted or contrived, tell them so and ask them to do better. If they cannot, THAT is when you might want to say 'no.'</p><p></p><p>I personally don't bother trying to curb minmaxers unless it gets so out of hand that the other players aren't having fun. So far it only ever almost happened once -- but that player realized that he wasn't having much fun himself and asked if he could make a new character.</p><p></p><p>At the very least, try to remember that 5e is VERY different from 3.x. You should at least give its multiclass system a chance to shine before you pull out the banhammer.</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6462713, member: 6777505"] Minmaxers will always be capable of terrible things, even without multiclassing. If you want to curb that behavior, then that's a different discussion you need to have with your players. Banning multiclassing is neither necessary nor sufficient if that is your reason. I personally don't like to think of classes as rigid and impossible to escape. A character concept can and should be as mutable and open to subtle variation as real life. In real life, I have many talents that have nothing to do with my primary career, and I'm not comfortable when my character isn't allowed the same freedom. Not that I always multiclass in D&D, but it annoys me to be told I can't just because minmaxers exist. Many eldritch knights and arcane tricksters want to be slightly more magical or slightly more martial. No two people can agree on what the iconic ranger actually is. A paladin of the ancients might decide that some druid magic would enhance his character concept. All of this can be solved by multiclassing. In my opinion, the classes presented in the Player's Handbook are just starting points. The rich variety of players' creative expression should not be denied just because some players are inclined to make their decisions based on combat prowess alone. Just ask your players to explain their character concepts as clearly and with as much detail as possible before the campaign gets off the ground. If you later see them taking levels in classes that don't fit the concept, talk to them and urge them to come up with a solid explanation of why they are changing their concept. If their story is too convoluted or contrived, tell them so and ask them to do better. If they cannot, THAT is when you might want to say 'no.' I personally don't bother trying to curb minmaxers unless it gets so out of hand that the other players aren't having fun. So far it only ever almost happened once -- but that player realized that he wasn't having much fun himself and asked if he could make a new character. At the very least, try to remember that 5e is VERY different from 3.x. You should at least give its multiclass system a chance to shine before you pull out the banhammer. [/QUOTE]
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