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Dual-classing house rules?
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<blockquote data-quote="Clint_L" data-source="post: 9266557" data-attributes="member: 7035894"><p>That's my question, too. Mind you, none of my main players are hardcore optimizers so this is more of a theoretical discussion for me. If it works at someone else's table, awesome!</p><p></p><p>I guess my main worry is that the only reason to do multi-classing like this (because that's what it is; it doesn't resemble 1e dual classing at all) is that it seems designed for cherry-picking the most broken combos imaginable. There's a reason, for example, that the current rules require you to do five full levels in a martial class to get that extra attack: it's really powerful! There are a few levels of every class that are clearly the most important, and being able to grab those is going to create some extremely powerful combinations, but will probably also lead to less character variety as everyone goes for the most powerful options.</p><p></p><p>That's one thing I've found in character creation systems that allow for maximum customization: they tend to result in much more homogenous character designs as everyone homes in on a few optimal builds. I like that the class system forces diversity, so that the characters have to rely on each other to balance out strengths and weaknesses.</p><p></p><p>Edit: If such things matter in your games, this way of multi-classing is a bit confusing at a narrative level - why does someone who had never done much combat before get to jump right in with a high level fighter ability? Or vice versa for magic?</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9266557, member: 7035894"] That's my question, too. Mind you, none of my main players are hardcore optimizers so this is more of a theoretical discussion for me. If it works at someone else's table, awesome! I guess my main worry is that the only reason to do multi-classing like this (because that's what it is; it doesn't resemble 1e dual classing at all) is that it seems designed for cherry-picking the most broken combos imaginable. There's a reason, for example, that the current rules require you to do five full levels in a martial class to get that extra attack: it's really powerful! There are a few levels of every class that are clearly the most important, and being able to grab those is going to create some extremely powerful combinations, but will probably also lead to less character variety as everyone goes for the most powerful options. That's one thing I've found in character creation systems that allow for maximum customization: they tend to result in much more homogenous character designs as everyone homes in on a few optimal builds. I like that the class system forces diversity, so that the characters have to rely on each other to balance out strengths and weaknesses. Edit: If such things matter in your games, this way of multi-classing is a bit confusing at a narrative level - why does someone who had never done much combat before get to jump right in with a high level fighter ability? Or vice versa for magic? [/QUOTE]
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