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D&D Older Editions
2e Fighter vs Fighter/Thief vs Thief Play Balance
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<blockquote data-quote="James Gasik" data-source="post: 8574864" data-attributes="member: 6877472"><p>Well the issue with those multiclasses is they do take a little bit to get off the ground, as it were. But yeah, in the long run, a multiclassed character is ALWAYS better than a single classed character*, as, if you look at the xp tables, they generally only end up a level behind a single classed character. Fighter Multiclasses are probably better off ignoring their "other half" at first, in which case, they are basically Fighters with less hit points, but hey, a bow fires 2 shots a round (and Elves get some of the better multiclass combinations).</p><p></p><p>Now in the case of multiclassed Thieves, I wouldn't do it without a very high Dexterity, because it will take you longer to reach levels where you have competency at various tasks, but most Thieves have everything they need by level 6 or 7, at which point they can start dumping points into gravy Abilities like Read Languages. Being able to actually cast invisibility is super helpful for a Thief, and Gnomes are allowed to be multiclassed Illusionists (just in case you think you might not be able to get access).</p><p></p><p>If the Complete Bard's Handbook is in play, an interesting possibility unlocks- multiclassing Thief and Bard. You have to use certain kits to make this work, but now you get thieving abilities from both classes (though granted, Bards only have access to four), and a little spellcasting.</p><p></p><p>Cleric/Rogue is a great multiclass (though only available to Gnomes in the PHB) since you are now covering two important support roles.</p><p></p><p>*Subject to level limits; a few other factors have to be taken into account, like the ability to wear armor, and what weapons you can use. Triple Classes compound these problems as well, but do grant a broad base of abilities at high levels- that having been said, you can still only do one thing a turn, so combining, say, Fighter and Cleric/Mage (or all three, in the case of Half-Elves) may not always feel like it's worth it, YMMV. You really need to be in a game likely to reach levels beyond 5-7 for this to pay off.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8574864, member: 6877472"] Well the issue with those multiclasses is they do take a little bit to get off the ground, as it were. But yeah, in the long run, a multiclassed character is ALWAYS better than a single classed character*, as, if you look at the xp tables, they generally only end up a level behind a single classed character. Fighter Multiclasses are probably better off ignoring their "other half" at first, in which case, they are basically Fighters with less hit points, but hey, a bow fires 2 shots a round (and Elves get some of the better multiclass combinations). Now in the case of multiclassed Thieves, I wouldn't do it without a very high Dexterity, because it will take you longer to reach levels where you have competency at various tasks, but most Thieves have everything they need by level 6 or 7, at which point they can start dumping points into gravy Abilities like Read Languages. Being able to actually cast invisibility is super helpful for a Thief, and Gnomes are allowed to be multiclassed Illusionists (just in case you think you might not be able to get access). If the Complete Bard's Handbook is in play, an interesting possibility unlocks- multiclassing Thief and Bard. You have to use certain kits to make this work, but now you get thieving abilities from both classes (though granted, Bards only have access to four), and a little spellcasting. Cleric/Rogue is a great multiclass (though only available to Gnomes in the PHB) since you are now covering two important support roles. *Subject to level limits; a few other factors have to be taken into account, like the ability to wear armor, and what weapons you can use. Triple Classes compound these problems as well, but do grant a broad base of abilities at high levels- that having been said, you can still only do one thing a turn, so combining, say, Fighter and Cleric/Mage (or all three, in the case of Half-Elves) may not always feel like it's worth it, YMMV. You really need to be in a game likely to reach levels beyond 5-7 for this to pay off. [/QUOTE]
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