Healing is far more cleric-y than casting attack spells.
I disagree.
First, I didn't say attack spells, I said "casting spells." In a world where everyone can heal but only a precious few can cast spells- and of those, Clerics are one of the few
full casters- a cleric who can't cast spells is much less cleric-y. Spellcasting is the scarcer PC resource by far.
I'll grant you that Channel Divinity is as cleric-y as Healing Word, but not more.
Considering that it opens up Turn Undead and other abilities, I'll disagree as well.
Healing Word merely bolsters other PC's inherent abilities. Spellcasting and Channel Divinity bring a resource to the table that almost no other PC has- the Paladin is the sole exception at this point.
Sure, if you Multiclass into Cleric you can't take any of the channel divinity feats; but you can take <list of abilities>.
And of those, which of them makes your PC more cleric-y? Answer- NONE.
When converting characters, remove 3.x class names, and just note abilities. Then find what in 4e does that, and choose that class or classes.
And when you find that the abilities your PC from the earlier edition cannot be emulated by having only 2 4Ed "classes" (which describes probably 75% of my PCs) you're out of luck.
Heck, even some of my
2 class PCs have abilities that you can't have in a single 4Ed PC, because they have
all of the abilities of those classes (at their relevant levels), not just a cherry-picked few.
I admit that I don't get why you dislike the rules. They don't have an easy way for you to build exactly the same character as you had in 3rd edition. But that was never promised.
They don't let a character have a 50/50 split on character abilities. But they do let the character be very good at his primary thing while not making him completely unable to do other things.
Is the problem one of those things? If not, can you elaborate on what it is?
3.X allowed a lot of flexibility in PC development- I mean that both from a mechanical and RP standpoint.
That we cannot at this point in 4Ed do a PC who splits his attentions and abilities evenly between 2 or more classes, dabbles in one class then finds his true calling for the rest of his life, and a host of other design choices seems a great step back, not just from 3.X, but
even from the 1Ed rules. While multiclassing/dual-classing in that edition wasn't particularly elegant, even
then you could choose more than 2 classes for your PC.
Simply put, 4Ed multiclassing rules don't support 75% of my PC concepts from 30 years in the game.
Warlock's Curse*:
As a minor action, you can curse the closest enemy. Unlike the Warlock class ability, this deals no extra damage; however, an enemy you've cursed with this ability counts as cursed for your paragon path abilities.
I think that resolves the issues.
IOW, add an ability that has no effect other than to qualify the PC for the paragon path...and still requires a minor action?