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Why should I allow Multiclassing ?
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<blockquote data-quote="MrMyth" data-source="post: 6462853" data-attributes="member: 61155"><p>I've been pretty impressed with what I've seen of the multiclassing rules thus far. Specifically, I like the following elements: </p><p></p><p>1) Many classes have enough cool features as you level up that it feels like a genuine choice to multiclass - you truly are giving up something important to do so. </p><p>2) That said, when you do multiclass, it feels like there will rarely be a 'useless' choice. Having multiple spellcasting classes blended together actually *works* - you miss out on higher level 'known' spells, but in return have much more versatility in the lower level spells known and how you use them. In past editions, if I wanted to multiclass for character reasons, sometimes it ended up as a messy and ineffective build. 5E design - and specifically the removal of BAB and structuring of the spell system - has largely overcome that. </p><p>3) You also don't *need* to multiclass to cover a specific background or character concept. Between backgrounds, feats, and archetypes, you can create a wide variety of builds within a single class. This is something I felt 4E did well, and I like that 5E has continued it. </p><p></p><p>So, I think there is plenty of room in the game for multi-classing. That said, I can understand having some specific concerns about individual features you might be able to pick up by level dipping. While I think most classes do a good job of balancing core features across their build, starting with a level of cleric for heavy armor, or snagging some rogue for expertise and cunning action, might seem like a bit much. </p><p></p><p>Personally, I'd take a close look at how those builds compare with other options - either full-classed characters, or more 'hybrid' characters who are a true blend of multiple classes. I suspect you won't find the 'min/maxing' to be as abusive as you might think. </p><p></p><p>If it is, I think the answer would be to specifically target the individual features that are proving the most problematic. Or perhaps keep multiclassing but make it a bit more restrictive. For example, I could see adding a selection of feats that you need to take in order to multiclass, such as the following: </p><p></p><p>"Divine Acolyte: Gain +1 Wisdom. You can now multiclass into cleric. Gain some other appropriate feature."</p><p></p><p>That way it requires a bit more investment rather than being something easily splashed into. I'm not sure I'd want to use it myself, but I think if I was worried about multiclassing, I'd much rather present a more contained version of the system than just getting rid of it entirely.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 6462853, member: 61155"] I've been pretty impressed with what I've seen of the multiclassing rules thus far. Specifically, I like the following elements: 1) Many classes have enough cool features as you level up that it feels like a genuine choice to multiclass - you truly are giving up something important to do so. 2) That said, when you do multiclass, it feels like there will rarely be a 'useless' choice. Having multiple spellcasting classes blended together actually *works* - you miss out on higher level 'known' spells, but in return have much more versatility in the lower level spells known and how you use them. In past editions, if I wanted to multiclass for character reasons, sometimes it ended up as a messy and ineffective build. 5E design - and specifically the removal of BAB and structuring of the spell system - has largely overcome that. 3) You also don't *need* to multiclass to cover a specific background or character concept. Between backgrounds, feats, and archetypes, you can create a wide variety of builds within a single class. This is something I felt 4E did well, and I like that 5E has continued it. So, I think there is plenty of room in the game for multi-classing. That said, I can understand having some specific concerns about individual features you might be able to pick up by level dipping. While I think most classes do a good job of balancing core features across their build, starting with a level of cleric for heavy armor, or snagging some rogue for expertise and cunning action, might seem like a bit much. Personally, I'd take a close look at how those builds compare with other options - either full-classed characters, or more 'hybrid' characters who are a true blend of multiple classes. I suspect you won't find the 'min/maxing' to be as abusive as you might think. If it is, I think the answer would be to specifically target the individual features that are proving the most problematic. Or perhaps keep multiclassing but make it a bit more restrictive. For example, I could see adding a selection of feats that you need to take in order to multiclass, such as the following: "Divine Acolyte: Gain +1 Wisdom. You can now multiclass into cleric. Gain some other appropriate feature." That way it requires a bit more investment rather than being something easily splashed into. I'm not sure I'd want to use it myself, but I think if I was worried about multiclassing, I'd much rather present a more contained version of the system than just getting rid of it entirely. [/QUOTE]
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