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Why should I allow Multiclassing ?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 6464295" data-attributes="member: 19675"><p>No, and I know that some don't- see the CharOp boards for simple & ample evidence of that.</p><p></p><p></p><p></p><p>So far, the evidence offered in this thread has mainly been of the 2 kinds I spelled out. But you have helpfully supplied a third...</p><p></p><p>(See below)</p><p></p><p> </p><p></p><p>What else would you call it? People have said they want to disallow MCing in general for their campaigns or particular combos because overpowered/underpowered PCs are almost inevitable; or claimed group-specific but nebulous justifications of "group dynamics"/"politics".</p><p></p><p></p><p>This is a third reason, and one I actually find valid...up to a point. I've GMed about 20 RPG systems and played in another 80 or so. Learning a system takes time and effort. So I'm cool with initially limiting complexity in the beginning, and ramping it up over time.</p><p></p><p>But maintaining a ban on MCing- a rules element nearly as old as the game itself- over an entire campaign sees excessive to me. It limits both players and the DM alike in customizing characters. And that desire for customization arises out of a host of desires and needs.</p><p></p><p></p><p></p><p></p><p>I don't know what's best, but I know about humans.</p><p></p><p>Among other things, I am a professional mediator and an arbitrator in training. What my work and training hinge upon is applied psychology. And what that training and experience says is that rules take a back seat to relationships when solving problems long-term.</p><p></p><p>IOW, when there is a problem with rules, it usually arises out of a problem with personalities. With that as a starting point, changing the rules doesn't solve the problem, just one manifestation of it. It treats a symptom, not the disease.</p><p></p><p></p><p> </p><p></p><p>Like I said above, if your concern is the learning curve, yeah. But that just begs the questions: when the players have enough experience, will you allow it? How will you know when that is? Will you change the rule in that campaign, or will you allow them only in subsequent ones?</p><p> </p><p></p><p> </p><p></p><p>As I said upthread, a ban on MCing would be "a nonstarter" for me. By that, I mean if the ban were temporary "until we have a better grasp on the system", I'd be cool with that. I find that to be eminently reasonable and valid.</p><p></p><p>But a permanent ban would result in me not joining the game.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6464295, member: 19675"] No, and I know that some don't- see the CharOp boards for simple & ample evidence of that. So far, the evidence offered in this thread has mainly been of the 2 kinds I spelled out. But you have helpfully supplied a third... (See below) What else would you call it? People have said they want to disallow MCing in general for their campaigns or particular combos because overpowered/underpowered PCs are almost inevitable; or claimed group-specific but nebulous justifications of "group dynamics"/"politics". This is a third reason, and one I actually find valid...up to a point. I've GMed about 20 RPG systems and played in another 80 or so. Learning a system takes time and effort. So I'm cool with initially limiting complexity in the beginning, and ramping it up over time. But maintaining a ban on MCing- a rules element nearly as old as the game itself- over an entire campaign sees excessive to me. It limits both players and the DM alike in customizing characters. And that desire for customization arises out of a host of desires and needs. I don't know what's best, but I know about humans. Among other things, I am a professional mediator and an arbitrator in training. What my work and training hinge upon is applied psychology. And what that training and experience says is that rules take a back seat to relationships when solving problems long-term. IOW, when there is a problem with rules, it usually arises out of a problem with personalities. With that as a starting point, changing the rules doesn't solve the problem, just one manifestation of it. It treats a symptom, not the disease. Like I said above, if your concern is the learning curve, yeah. But that just begs the questions: when the players have enough experience, will you allow it? How will you know when that is? Will you change the rule in that campaign, or will you allow them only in subsequent ones? As I said upthread, a ban on MCing would be "a nonstarter" for me. By that, I mean if the ban were temporary "until we have a better grasp on the system", I'd be cool with that. I find that to be eminently reasonable and valid. But a permanent ban would result in me not joining the game. [/QUOTE]
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