screeg wrote:some_name wrote:screeg wrote:Protip: If you create generalist characters, YOU ARE DOING IT WRONG.
What does that mean? I play the game to have fun, not to maximize my munchkin potential by carefully reviewing every multi-class combination. What I said was I think multi-classing takes away from the experience, where Clerics have certain weaknesses and disadvantages, because they are Clerics. How does taking away the weaknesses and keeping all the strengths improve gameplay? It just dilutes the archetypes that the classes represent. And once you include three or four different variations on the core class (Paladin, Barbarian, Knight, for example), why do you need multi-classes on top of that? It just turns a clean system into a muddle.
Except since Clerics are already good fighters, it doesn't remove their weakness; it only helps bolster a strength. Their real weaknesses are no arcane spells, few skill points, and poor reflex saves, none of which are helped by 1 Fighter level.
As for your "why include multi-ing if we have Pally, Barbie, and Fighter?"- well, for one thing, you can't have a Pally/Barbie due to alignment restrictions, and if the rules are implemented correctly, a multied Pally will be VERY rare, so that really only leaves Fighter/Barbie. Ever played a single-classed Barbie? Hint- level up is boring. You simply click "accept" on 75% of your levels. Allowing multiclassing actually gives you some options, at least for the two levels where you take Fighter. Further, whether to take Fighter isn't a completely trivial decision- you'll never use the additional proficiencies, since using heavy armor actively works against what Barbie does well, and since Barbie takes getting hit for granted (his key ability reduces AC), the smaller hit die actually works against him. But, played correctly, you can get to his key feats two or three levels earlier (of course, with the relaxed pre-reqs in KotC, this isn't as much of an issue).
BlueS:
Why would Stoneskin be personal range? It's a touch range spell.
As for appropriate spells: you've already got Mage Armor as a prebuff. Freedom of Movement is 10 minutes per level. So is Magic Circle Against Evil. Mind Blank is 24 hours. Those are the ones I can think of off hand; there are probably more I missed because I rarely use them.
If it's just for the benefit that a barbarian can get extra fighter feats, that doesn't seem reasonable.
Another example- the assassin class. Provided he gets sneak attack, a few fighter levels for improved hit dice, BAB, and Short Sword/Rapier proficiency, not to mention extra feats, would be a natural choice so that he can really go crazy with the two-weapon sneak attack. Barbarian would have a similar effect, although sacrificing AC on what I assume is not a high HP class is risky (extra speed is always cool, though). If you had a pure rogue (or just something that had sneak attacks but no casting ability), rogue + ranger is an obvious natural combination (both are skill monkeys, fighting style gives more Sneak Attacks if 2 weapon is chosen, Animal Companion sets up sneak attacks).