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<blockquote data-quote="Dannyalcatraz" data-source="post: 5371052" data-attributes="member: 19675"><p>Well, actually, what I was doing was "I want to breathe <strong>arcane</strong> lightning!" (very few ways to do that, and only one can be done at 1st level, which is what I stated when I introduced this chimeric PC) followed by "I want to cast some divine spells", a message that failed to be conveyed via words, apparently- how much more difficult a message to convey via role-play?</p><p></p><p>And because of the profound in-game differences between an arcanist who is religious enough to learn a few divine spells (while not multiclassing at all) and a PC who has actually multiclassed into a divine caster class (in D&D), my concern is non-trivial. The former adds a few divine spells to his bag of tricks while his breath weapon increases in <strong><em>power and uses/day every level,</em></strong> the latter probably gains power over the undead. That can lead to a huge disparity between expectations of play if the player & DM are not in agreement.</p><p></p><p>That disparity affects everything from adventure design (the DM expecting the divinely infused PC to turn undead may increase amount & power of undead in the campaign...a power the player has no reason to expect to have), to playstyle and combat tactics & results (when the player maneuvers his PC into a position and informs the DM he's breathing lightning at the target...to be informed that he's fresh out of attempts).</p><p></p><p>Thats a big gap between expectations, with REAL in-game consequences. And note, I'm just looking at the class <em>benefits</em>, not their strictures.</p><p></p><p>So forgive me if I continue to damn D&D for this kind of game.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5371052, member: 19675"] Well, actually, what I was doing was "I want to breathe [B]arcane[/B] lightning!" (very few ways to do that, and only one can be done at 1st level, which is what I stated when I introduced this chimeric PC) followed by "I want to cast some divine spells", a message that failed to be conveyed via words, apparently- how much more difficult a message to convey via role-play? And because of the profound in-game differences between an arcanist who is religious enough to learn a few divine spells (while not multiclassing at all) and a PC who has actually multiclassed into a divine caster class (in D&D), my concern is non-trivial. The former adds a few divine spells to his bag of tricks while his breath weapon increases in [B][I]power and uses/day every level,[/I][/B] the latter probably gains power over the undead. That can lead to a huge disparity between expectations of play if the player & DM are not in agreement. That disparity affects everything from adventure design (the DM expecting the divinely infused PC to turn undead may increase amount & power of undead in the campaign...a power the player has no reason to expect to have), to playstyle and combat tactics & results (when the player maneuvers his PC into a position and informs the DM he's breathing lightning at the target...to be informed that he's fresh out of attempts). Thats a big gap between expectations, with REAL in-game consequences. And note, I'm just looking at the class [I]benefits[/I], not their strictures. So forgive me if I continue to damn D&D for this kind of game. [/QUOTE]
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