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Why should I allow Multiclassing ?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 6463998" data-attributes="member: 19675"><p>Certainly.  But there is a world of difference between "Let's see if we can't make your concept work better by doing things differently." and flat-out saying "No, you can't play that combo."</p><p></p><p>Sometimes, players have valid reasons for utilizing oddball, non-optimized combinations of rules.  Sometimes, playing on "hard mode" is what they want.</p><p></p><p></p><p></p><p>IME, that only goes so far.*  Eventually, if the PC is truly a drag on the party, either the players themselves hash it out, or the PC gets pushed to the outside edge of the herd, as it were.  He's the last to get healed, the first name suggested for hazardous tasks, etc., and the odds take care of it from there.</p><p></p><p></p><p>(Side note: did you ever play AD&D?  Because that was kinda what happened with low-level MUs.  You dragged them along, protecting them as best you could because, eventually, they'd contribute their 1-3 spells to a fight.  And further down the road, they'd be helpful on a regular basis...)</p><p></p><p></p><p>Weigh in, sure.  But on matters of PC design and advancement, they should tread lightly.</p><p></p><p>It is one thing to excise Paladins or Monks or other classes (or races, fears, spells, etc.) from a campaign because you (the GM) don't think they belong.  It is another thing entirely to ban a particular combination of classes because you think it is overpowered (again, compared to what?), or don't like its flavor.</p><p></p><p>Don't get me wrong- there can be entirely valid campaign world reasons why a particular MC combination might not exist.  A Pal/Warlock might not work because of the issue of whether the class vows and oaths are mutually exclusive.  A Monk/Brb combo might not work because the monasteries have been ransacked by hordes too often for them to trust anyone with that kind of background.</p><p></p><p>OTOH, what if the Pal/Warlock oaths are to the same being?  Or the barbarian was from a land across the seas...or had gone to a monastery beyond the horizon of the empire?</p><p></p><p>IOW, just banning combos at the meta level smacks of a lack of trust in your players.</p><p></p><p></p><p></p><p></p><p></p><p>* I know because I am often "that guy".  I've been playing since 1977, and after trying all the "normal" stuff, I currently trend more towards paths not taken.  My fringey-est PCs are often barely tolerated or disliked...until the other players see why I did what I did.  Then they don't care, and even welcome them.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6463998, member: 19675"] Certainly. But there is a world of difference between "Let's see if we can't make your concept work better by doing things differently." and flat-out saying "No, you can't play that combo." Sometimes, players have valid reasons for utilizing oddball, non-optimized combinations of rules. Sometimes, playing on "hard mode" is what they want. IME, that only goes so far.* Eventually, if the PC is truly a drag on the party, either the players themselves hash it out, or the PC gets pushed to the outside edge of the herd, as it were. He's the last to get healed, the first name suggested for hazardous tasks, etc., and the odds take care of it from there. (Side note: did you ever play AD&D? Because that was kinda what happened with low-level MUs. You dragged them along, protecting them as best you could because, eventually, they'd contribute their 1-3 spells to a fight. And further down the road, they'd be helpful on a regular basis...) Weigh in, sure. But on matters of PC design and advancement, they should tread lightly. It is one thing to excise Paladins or Monks or other classes (or races, fears, spells, etc.) from a campaign because you (the GM) don't think they belong. It is another thing entirely to ban a particular combination of classes because you think it is overpowered (again, compared to what?), or don't like its flavor. Don't get me wrong- there can be entirely valid campaign world reasons why a particular MC combination might not exist. A Pal/Warlock might not work because of the issue of whether the class vows and oaths are mutually exclusive. A Monk/Brb combo might not work because the monasteries have been ransacked by hordes too often for them to trust anyone with that kind of background. OTOH, what if the Pal/Warlock oaths are to the same being? Or the barbarian was from a land across the seas...or had gone to a monastery beyond the horizon of the empire? IOW, just banning combos at the meta level smacks of a lack of trust in your players. * I know because I am often "that guy". I've been playing since 1977, and after trying all the "normal" stuff, I currently trend more towards paths not taken. My fringey-est PCs are often barely tolerated or disliked...until the other players see why I did what I did. Then they don't care, and even welcome them. [/QUOTE]
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