Warlock: I promised my soul in exchange for great power.
Rogue: To which great power?
Warlock: All of them. Let them fight over it when I am dead.
Warlock: I promised my soul in exchange for great power.
Rogue: To which great power?
Warlock: All of them. Let them fight over it when I am dead.
I knew a wizard that had traded his soul for favors so many times he was effectively immortal. He never went adventuring any more, just oversaw research in our flying screened tower. Since old age was the only feasible way he was going to die, which would cause a war between all the outer planes over ownership of his soul, no one would cause his death. He was 218 when I met him, and he was over 5000 years old, and a demigod of secrets, when I met him again, because of a mixup we had while inventing portal magic. We ended up 5000 years in the past and I went back to the present, but he stayed behind. Pagiathrakatos was an interesting dude. Got a compliment from a dwarf on his impressive beard.
Big John Constantine energy.
Fiend: Look, I'll take what I can get. Can I get the legs? I'll take the legs. She can have the top part.
Archfey: Did you just call the head the "top part"? That is so fucked up.
Took me longer than it should have to realize this was about D&D, not programming.
I thought it was about programming and was wondering why the words only half seemed to mean something.
I'm gonna respect to 1/1/1/1/1 fighter/fighter/fighter/fighter/fighter so I can action surge 5 times in a round.
Unfortunately the DMG says that if a character somehow acquires the same feature more than once, only one counts.
The joke's on you: thanks to min-maxing, the fighter can't count in the first place!
The short answer is the game wasn't balanced around it.
I feel like Rogues (sneak attack) and Wizards (spell sculpting) in particular could abuse this heavily. Also any class that gets their subclass at level 1 or 2.
This is the anwer. You could always homebrew your own game and try to balance it, and you'd start to find where the game breaks. Play 10,000 games like that, and patterns will emerge. Game developers spend a lot of time playtesting, and they still miss things. Just thinking of a new twist and asking why it doesn't work is like asking why cars don't have six wheels.
Why don't cars have six wheels though.
You don't need that much traction on a high gravity planet and the two extra wheels become unnecessary.
On the Moon, Mars, or anywhere else where the gravitational acceleration is below 5 m/s², you want six wheels, because at least two of them will always not contact the ground due to poor traction and movement over uneven terrain.
Also any class that gets their subclass at level 1 or 2.
To be fair those are also troublesome for regular multiclassing, or at least they are if you're not using the 2024 "definitely not 5.5E" classes. The paladin with one level in warlock or sorcerer is a perennial favourite for a reason.
I'll always love a paladin rouge multi even if it's not the "best". there's just so many interesting story possibilities there.
Pathfinder 2.0 sidestepped this issue by having class-specific feats instead of subclasses. Just pick which features you want dude, no need to be silly about it. And you get a new choice of class specific feats often.
Or Savage Worlds where you literally build your "class" from the ground up
Mutants and Masterminds (and I think GURPS) sidesteps it entirely by having point buy with all the abilities and stats. You don't even have classes.
FR. My Battle Smith Artificer can suddenly learn the Wizarding arts and summon a spell book mid-dungeon crawl despite most wizards spending their life learning those things. But despite being able to harness the weave into mundane objects, including armor, to enhance them, or create magic items wholecloth, and even create a living construct, I cannot actually create a magic suit of armor and become an armorer artificer, no matter how much I try.
Shit, I thought this is an anti-marxist meme then I read the community. It's good to see lemmy gaining popularity. :'D
Thought: Homebrew where you pick two subclasses instead of one and both evolve normally. No multiclasses cause it'd be kinda nuts as is
Remember the one rule of D&D everybody forgets, no matter how much Gygax emphasized it: if you don't like a rule, don't use it in your campaign. In my game I allow any and all combinations of classes. I might even allow a Paladin/Assassin, but the player would have to come up with a really good in-world rationale for it.
Well you see, one time an evil wizard cast a spell on the whole world...
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