Everybody can cast spells. Everybody. Every single character. The only difference between a fighter spell and a cleric spell is the power source keyword, which, unless I've missed a rule somewhere, has no effect on the game mechanics at all. It's flavor. It makes the spells sound and feel different, but that's it. We can turn the fighter's Reaping Strike power into an arcane power by changing the flavor text to "As you swing your sword, lasers fire from your hair, striking those who dare to dodge your attack." It is mechanically identical, it just looks different.Dannyalcatraz said: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.
On the off chance that there is some mechanical effect to power source that I've missed, I'll also point out that any character can become a spellcaster with no more than two feats. Skill Training(Religion) and Ritual Caster are open to everyone. No prerequisites, no class or race requirements. Your suggestion that spellcasting is hard to come by is ludicrous.
You mean when you multiclass into a leader class, you gain the ability to bolster your allies? And that bothers you?Dannyalcatraz said: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.
I think what Lore Raithbone was suggesting there was not that the Backstabber feat makes you more cleric-y, but that multiclassing works in a more flexible way with many other classes.Dannyalcatraz said:And of those, which of them makes your PC more cleric-y? Answer- NONE.
I accept your challenge.Dannyalcatraz said: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.
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.
A PC who splits his abilities evenly between two classes: From level 20 on, each character has 4 encounter powers and 4 daily powers. If you get the encounter and daily power swap feats, and take a paragon path from your multiclassed class, at level 20 you will have 2 encounter powers from your primary class, 2 encounter powers from your second class, 2 daily powers from your primary class, and 2 daily powers from your second class. Given that encounter powers and daily powers are your best moves, that's pretty evenly split.
A character who dabbles in one class, then finds his true calling for the rest of his life: Let me introduce you to my friend Pavel. Pavel's family has long been entwined with the local wizard's college, so it seemed natural that he would enroll and begin learning the ways of magic. He was quite good with magical theory, but he didn't really have the gift for spell weaving. He is able to draw up a great deal of magical energy and release it, but he never developed control, and was eventually removed from the college. Despondent, he went to the local tavern to drown his sorrows in drink. And then fate stepped in, in the form of a bar fight. No one knows who started it, but by the time the town guards arrived to restore order, Pavel had bested two of the participants and was fending off three others. Impressed by his skills, the guards offered him a job, which he accepted. He took to the sword like a duck to water, and was besting his trainers in short order. He would now like to offer his strong sword arm to your little band of adventurers in exchange for an opportunity to see the world. And a fair share of the treasure, of course.
In game terms, Pavel is a level 1 fighter with the Arcane Initiate feat. He took the Thunderwave spell as his once per encounter ability. He dabbled in magery, then found his true calling, the sword.
You say you've got more? A lot more? I'd be happy to take a shot at them. Please remember when describing the character concept to focus on what the character can do as much as you can.