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Why should I allow Multiclassing ?
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<blockquote data-quote="Umbran" data-source="post: 6464056" data-attributes="member: 177"><p>Well, here's a personal anecdote that belies that. I'm talkign about Star Wars Saga Edition, but it shares enough with the 3.x rules core that I think folks will still get the idea.</p><p></p><p>I was playing a game in which *everyone* was expected to be a force user. The campaign was pitched as beign just after the Jedi Civil War (some 5000 years before the movies), and the PCs would be key to rebuilding the Jedi Order... if they survived.</p><p></p><p>It started as a 5 player game. Three players took strong combat builds (either Jedi or Soldier classes). One took the "face" role (Scoundrel, multiclassign into Jedi), which we discovered grew into "Massively effective Jedi Sorceress" without any extra effort. And them me. With the major combat, social, and Force-use covered, what was a good opening?</p><p></p><p>Car guy*. I took the guy with the pilot skill (scout, multiclassing to Jedi). In order to be effective in covering the skills the rest of the party didn't take, I would up having to dump a 10 into Charisma. Use the Force is a Charisma skill. I had a decent number of hit points, but compared to the others, I stank at combat. I was very concerned about pulling my weight - I took a bunch of skills to make sure the party wouldn't get screwed for not having them, but with everyone else so combat capable, much of the game's focus was combat. I sat on my hands a lot, unable to contribute. My time in that game would have been sad indeed, if not for some role-playing considerations not based in the stats.</p><p></p><p></p><p>*Bonus points to those who get the reference.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6464056, member: 177"] Well, here's a personal anecdote that belies that. I'm talkign about Star Wars Saga Edition, but it shares enough with the 3.x rules core that I think folks will still get the idea. I was playing a game in which *everyone* was expected to be a force user. The campaign was pitched as beign just after the Jedi Civil War (some 5000 years before the movies), and the PCs would be key to rebuilding the Jedi Order... if they survived. It started as a 5 player game. Three players took strong combat builds (either Jedi or Soldier classes). One took the "face" role (Scoundrel, multiclassign into Jedi), which we discovered grew into "Massively effective Jedi Sorceress" without any extra effort. And them me. With the major combat, social, and Force-use covered, what was a good opening? Car guy*. I took the guy with the pilot skill (scout, multiclassing to Jedi). In order to be effective in covering the skills the rest of the party didn't take, I would up having to dump a 10 into Charisma. Use the Force is a Charisma skill. I had a decent number of hit points, but compared to the others, I stank at combat. I was very concerned about pulling my weight - I took a bunch of skills to make sure the party wouldn't get screwed for not having them, but with everyone else so combat capable, much of the game's focus was combat. I sat on my hands a lot, unable to contribute. My time in that game would have been sad indeed, if not for some role-playing considerations not based in the stats. *Bonus points to those who get the reference. [/QUOTE]
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