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Why should I allow Multiclassing ?
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<blockquote data-quote="Tormyr" data-source="post: 6463039" data-attributes="member: 6776887"><p>It also may not be that advantageous in the long run for most multi class combinations. Level dips can add cool stuff, but ASIs get pushed back and other cool stuff is sacrificed.</p><p></p><p>I have a rogue 7 / monk 1 at my table. By the time we complete our campaign at level 20, I imagine the player will have taken a few more monk levels for some of the ki powers and higher damage dice. However, that means that potentially Strok of Luck, Elusive, Thieve's Reflexes, Slippery Mind, Blindsense, and Use Magic Device will be skipped.</p><p></p><p>One character I think I would have fun playing would be a half-orc barbarian / monk named Banner. High strength, barbarian unarmored defense, and high damage with his fists. But the concept doesn't really work with the multiclass rules. There is too much missing from the barbarian to go high enough on monk to get nice damage dice. So it makes just as much sense to stay barbarian and take tavern brawler and a few other feats that have both an ability score increase and something good like +2hp /level or maximized healing with hit dice.</p><p></p><p>So lots of multiclassed characters may have some advantage in an area, but they are sacrificing / pushing back some cool stuff to get there.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6463039, member: 6776887"] It also may not be that advantageous in the long run for most multi class combinations. Level dips can add cool stuff, but ASIs get pushed back and other cool stuff is sacrificed. I have a rogue 7 / monk 1 at my table. By the time we complete our campaign at level 20, I imagine the player will have taken a few more monk levels for some of the ki powers and higher damage dice. However, that means that potentially Strok of Luck, Elusive, Thieve's Reflexes, Slippery Mind, Blindsense, and Use Magic Device will be skipped. One character I think I would have fun playing would be a half-orc barbarian / monk named Banner. High strength, barbarian unarmored defense, and high damage with his fists. But the concept doesn't really work with the multiclass rules. There is too much missing from the barbarian to go high enough on monk to get nice damage dice. So it makes just as much sense to stay barbarian and take tavern brawler and a few other feats that have both an ability score increase and something good like +2hp /level or maximized healing with hit dice. So lots of multiclassed characters may have some advantage in an area, but they are sacrificing / pushing back some cool stuff to get there. [/QUOTE]
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