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June 18th, 2004, 08:45 AM
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Major General
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Re: OT: D&D and multi-classing.
Slight correction - well made armor didn'tslow down people who were trained to it, much; a well made suit of plate armor basically spreads 50 pounds (or whatever it is) of extra weight around you. An acrobat not trained to armor is going to have difficulties doing acrobatics (balance has changed, there is more mass to push and so can't move quite as fast, et cetera). Someone trained to such armor, however, won't have a major problem (used to the altered balance; musles are accustomed to the extra mass, and so apply extra force; et cetera), but will still have some lesser problems (50 pounds is 50 pounds - the plate armored knight will tire faster than the unarmored counterpart; while the armored knight is used to the extra weight and can manuver, it does still slow down the knight's movements slightly (although not as much as someone who isn't used to armor) compared to the knight's unarmored state). The knights of old could do cartwheels in good armor (if they could do cartwheels, that is) but almost nobody else could. Consider it a fighter-type skill "Negate Armor Penalty" or something.
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June 18th, 2004, 12:32 PM
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Re: OT: D&D and multi-classing.
Multi-classing can be really powerful, where the abilities of two or more classes synergise, or where you can cherry-pick abilities from one class to match your main one. A half-orc Cleric with 1-3 levels of Barbarian can - especially with judicious application of Righteous Might, Divine Power and Bull Strength turn into a complete combaat monster while still having all his Cleric spells. Fighter/Thief Barbarian/Thief Ranger/Thief combos work very becasue the dex-based skills (e.g. Tumble) and thief abilities (e.g. sneak attack, flanking immunity) make for a more flexible, more powerful fighter. And of course every power-gamer would take a level of Ranger for Two Weapon Fighting 'til they fixed that in 3.5
Fighter/Wizard combos can work too, but not as dual-role Fighters who can be wizards; more like Fighters who boost themselves with a few spells (True Strike, Shield, Expeditious Retreat (not normally used for retreating as such...), flame arrow etc). But expecting a Fighter/Wizard to be both a good fighter and good wizard is sort of missing the point isn't it? If anyone could be both without much penalty, why would anyone be a single class character?
You can also have fun tinkering with strange character designs who take levels in 4 or more classes to build an individual character concept or style. It's not normally a power-gaming option, but it amuses some players...
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June 19th, 2004, 01:29 AM
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National Security Advisor
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Re: OT: D&D and multi-classing.
You can't be a jack-of-all trades unless you are willing to be a master of none. 
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June 18th, 2004, 06:20 PM
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First Lieutenant
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Re: OT: D&D and multi-classing.
Quote:
Originally posted by Imperator Fyron:
In 3rd edition D&D, multi-classing is a better option than it was in 2nd edition and before.
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From a pure power-game perspective, no, multiclassing was stronger in 2nd. You could have a 5th/5th fighter/MU while everyone else was at 6th level in a single class. The current systems favors taking maybe one or two levels in one class (taking advantage of front loaded abilities), and then sticking with a main class.
Narf, talk to your DM. If you want to play a Dwarf Druid/Fighter, maybe he'll let you without the xp penalty in favor of going on some sort of quest or something... who knows. Good DMs will often let you get away with bending the rules if it doesn't break the balance.
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June 18th, 2004, 06:42 PM
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Colonel
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Re: OT: D&D and multi-classing.
When I was playing AD&D, I never played multi-class characters. It seemed to take forever to advance, while your single class characters would go up a level at the drop of a hat. But since I never really played with 2nd or 3rd editions, I can't say if I would play them now. I think playing a single class character with a lot of skills would probably be better anyway. But I know people like to play them. I'm just not one of them.
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June 18th, 2004, 08:52 PM
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Shrapnel Fanatic
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Re: OT: D&D and multi-classing.
Quote:
Originally posted by spoon:
Narf, talk to your DM. If you want to play a Dwarf Druid/Fighter, maybe he'll let you without the xp penalty in favor of going on some sort of quest or something... who knows. Good DMs will often let you get away with bending the rules if it doesn't break the balance. [/QB]
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Well, I would, but I don't even have a group to play with.
But I got a plan: Buy a starting adventure and start a group.
Anyone know any good starting adventures?
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June 18th, 2004, 09:04 PM
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General
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Re: OT: D&D and multi-classing.
"Find players and a potential DM available at roughly the same time" remains one of the best starting adventures out there. If you happen to know how to solve this one, please let me know.
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