If you start as a Sorcerer at level 1 and multi-class into a Paladin at level 2, you gain in addition all weapon proficiency, light & medium armor, and shields, from then multi-class. Not heavy armor. Check. I have no problem with that.
If you start as a Paladin at level 1 (you have proficiency in all weapons, armor and shields already to start with) and you multi-class at level 2 into Sorcerer, Chapter 6 p164 table shows you that you gain no new skills or proficiency by multi-classing into Sorcerer. Again, check. I have no problem with that.
You said it yourself, so let me move your words. If you start as a Paladin at level 1 (you have proficiency in all weapons, armor and shields already to start with) and you multi-class at level 2 into Sorcerer, Chapter 6 p164 table shows you that you gain no new skills or proficiency by multi-classing into Sorcerer, not heavy armor.
Yes, the character sheet seem to let you do that, but that's a bug. There are a lot of things the character sheet generated by the tool allows because it has no way of telling before hand what you're doing. It lets you wield more weapons than you have hands to hold them in, it lets you use weapons as a bonus action that you don't have the requirements to use, and it will let you wear multiple suits of armor at the same time, including heavy ones.
So yes, Red, Somerton is correct, and so are you, so I hope neither of you minds that I've used your own words, to prove my point. The character is at level 13, so maybe they took care of the problem somewhere along the way. No disrespect to either of you was intended.
The internet seems to disagree, I'm afraid, from what I can see
And in the phb, page 164, under multiclassing it says this about proficiencies:
"When you gain your first level in a class other than your initial class, you gain only some of the *new* class's starting proficiencies, as shown in the multiclassing table."
You keep *all* the benefits and proficiencies of the original class you started with, which is paladin, including armour proficiencies.
The multiclassing proficiencies table only list skills that are *gained* through taking an *additional* class, on top of your original one. Look up any sorcadin/palcerer build tutorial online that starts with paladin first, they all have have heavy armour.
That's the whole reason people want to go sorcadin in the first place, so that you're a heavy-armoured caster, as well as other paladin features too of course
but , back on topic, I’m looking at bringing something similar into a campaign, not as a oneshot.
From what I read, the chapter Leilon Beseiged in Divine Contention looks to be a good way of having chaos going on all over the city, with your heroes popping up in episodes of the chaos. You can railroad them to the Big Bad, but they have options and consequences of how they get there.
If you start as a Sorcerer at level 1 and multi-class into a Paladin at level 2, you gain in addition all weapon proficiency, light & medium armor, and shields, from then multi-class. Not heavy armor. Check. I have no problem with that.
If you start as a Paladin at level 1 (you have proficiency in all weapons, armor and shields already to start with) and you multi-class at level 2 into Sorcerer, Chapter 6 p164 table shows you that you gain no new skills or proficiency by multi-classing into Sorcerer. Again, check. I have no problem with that.
You said it yourself, so let me move your words. If you start as a Paladin at level 1 (you have proficiency in all weapons, armor and shields already to start with) and you multi-class at level 2 into Sorcerer, Chapter 6 p164 table shows you that you gain no new skills or proficiency by multi-classing into Sorcerer, not heavy armor.
Yes, the character sheet seem to let you do that, but that's a bug. There are a lot of things the character sheet generated by the tool allows because it has no way of telling before hand what you're doing. It lets you wield more weapons than you have hands to hold them in, it lets you use weapons as a bonus action that you don't have the requirements to use, and it will let you wear multiple suits of armor at the same time, including heavy ones.
So yes, Red, Somerton is correct, and so are you, so I hope neither of you minds that I've used your own words, to prove my point. The character is at level 13, so maybe they took care of the problem somewhere along the way. No disrespect to either of you was intended.
Somerton has already corrected this since your post however Geann you are missing a key point, PHB Chapter 3, p84 Paladins, the starting proficiencies for a Paladin include all armour. That includes heavy armour. It isn't a website bug but a core rule. I hope that clears it up.
But I agree, this forum is becoming a multi-class forum, to go back to the heart of this thread, I'm looking to run a one shot soon as well with some friends and I love the idea of an undead siege (though I'm looking to run the typical washed up on island shore and survive one shot). The first thing I asked myself was do I want this as 1 session or 2 sessions? And how long do I see each session going? 3 hours or 4?
From there, I've started to look at how many encounters I want to plan for, how difficult they will be and how much time they will consume. Balanced with RP, travel and investigations, I've built up a little plan (and added a time bump-up for each activity if it goes overtime) then I fill in the details from there.
Would love to hear how your planning is coming along?
but , back on topic, I’m looking at bringing something similar into a campaign, not as a oneshot.
From what I read, the chapter Leilon Beseiged in Divine Contention looks to be a good way of having chaos going on all over the city, with your heroes popping up in episodes of the chaos. You can railroad them to the Big Bad, but they have options and consequences of how they get there.
Divine Contention...I'll have to look that up. Thanks very much! :D
I honestly haven't changed much since I first uploaded the pdf back on page 1. All I've done is decide to remove any shadows from the dragon fight, because it would be best to keep the pace of the adventure up and have a greater focus on the dragon (have them fly away to terrorize the city and convert more people instead). I also decided to add creepers for rogues or rangers to climb just opposite the temple of Kelemvor, just to give them a potential vantage point in the fight, and a potential complication if the dragon disengages from melee fighters on the ground to confront them instead, hehe
I was going for a four-hour session, however I suppose I'm happy to split it into two if I really have to as well if I have to
I honestly haven't changed much since I first uploaded the pdf back on page 1. All I've done is decide to remove any shadows from the dragon fight, because it would be best to keep the pace of the adventure up and have a greater focus on the dragon (have them fly away to terrorize the city and convert more people instead). I also decided to add creepers for rogues or rangers to climb just opposite the temple of Kelemvor, just to give them a potential vantage point in the fight, and a potential complication if the dragon disengages from melee fighters on the ground to confront them instead, hehe
I was going for a four-hour session, however I suppose I'm happy to split it into two if I really have to as well if I have to
I'll just repost what I had.
I cannot recall if you said this is mostly combat-driven one-shot but if it is keep in mind combat can at times be excruciatingly long. (Though fun!) Especially if there are multiple creatures on the board the party is going up against. Two sessions also give you a chance to review what has happened and make adjustments in the narrative or combat to give extra 'flavor' to your now Two-Shot.
Indeed it is mainly combat focused, mainly because a couple of the players would like to try out some new high level character builds they were toying with, haha That being said, at least two of the four are fond of roleplaying and story, so there's no harm in incorporating some, but yea, mainly it's combat
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The internet seems to disagree, I'm afraid, from what I can see
And in the phb, page 164, under multiclassing it says this about proficiencies:
"When you gain your first level in a class other than your initial class, you gain only some of the *new* class's starting proficiencies, as shown in the multiclassing table."
You keep *all* the benefits and proficiencies of the original class you started with, which is paladin, including armour proficiencies.
The multiclassing proficiencies table only list skills that are *gained* through taking an *additional* class, on top of your original one. Look up any sorcadin/palcerer build tutorial online that starts with paladin first, they all have have heavy armour.
That's the whole reason people want to go sorcadin in the first place, so that you're a heavy-armoured caster, as well as other paladin features too of course
But anyway, doesn't matter, this is an adventure advice thread after all 😅
Interesting multi-class debate!
but , back on topic, I’m looking at bringing something similar into a campaign, not as a oneshot.
From what I read, the chapter Leilon Beseiged in Divine Contention looks to be a good way of having chaos going on all over the city, with your heroes popping up in episodes of the chaos. You can railroad them to the Big Bad, but they have options and consequences of how they get there.
Somerton has already corrected this since your post however Geann you are missing a key point, PHB Chapter 3, p84 Paladins, the starting proficiencies for a Paladin include all armour. That includes heavy armour. It isn't a website bug but a core rule. I hope that clears it up.
But I agree, this forum is becoming a multi-class forum, to go back to the heart of this thread, I'm looking to run a one shot soon as well with some friends and I love the idea of an undead siege (though I'm looking to run the typical washed up on island shore and survive one shot). The first thing I asked myself was do I want this as 1 session or 2 sessions? And how long do I see each session going? 3 hours or 4?
From there, I've started to look at how many encounters I want to plan for, how difficult they will be and how much time they will consume. Balanced with RP, travel and investigations, I've built up a little plan (and added a time bump-up for each activity if it goes overtime) then I fill in the details from there.
Would love to hear how your planning is coming along?
Divine Contention...I'll have to look that up. Thanks very much! :D
I honestly haven't changed much since I first uploaded the pdf back on page 1. All I've done is decide to remove any shadows from the dragon fight, because it would be best to keep the pace of the adventure up and have a greater focus on the dragon (have them fly away to terrorize the city and convert more people instead). I also decided to add creepers for rogues or rangers to climb just opposite the temple of Kelemvor, just to give them a potential vantage point in the fight, and a potential complication if the dragon disengages from melee fighters on the ground to confront them instead, hehe
I was going for a four-hour session, however I suppose I'm happy to split it into two if I really have to as well if I have to
I'll just repost what I had. :)
https://drive.google.com/file/d/1fNM1b_K1XYp4K9iWj2HxKCLCRpHcetsZ/view?ths=true
I cannot recall if you said this is mostly combat-driven one-shot but if it is keep in mind combat can at times be excruciatingly long. (Though fun!) Especially if there are multiple creatures on the board the party is going up against. Two sessions also give you a chance to review what has happened and make adjustments in the narrative or combat to give extra 'flavor' to your now Two-Shot.
Indeed it is mainly combat focused, mainly because a couple of the players would like to try out some new high level character builds they were toying with, haha
That being said, at least two of the four are fond of roleplaying and story, so there's no harm in incorporating some, but yea, mainly it's combat