zookeeper said:
This is also assuming you meet the prerequisites for the power (some do have them).
I presume that you mean the prerequisites of the feat. Given that the feat provides more than Skill Training, which is a feat without prerequisites, having a prerequisite is entirely appropriate. Also note that getting a 13 in one stat is not difficult, given that the standard array has a 16, a 14, and a 13. Any character using the standard array qualifies for at least one multiclass feat at level 1.
zookeeper said:
OK - bad anology - but the point is still valid. A wizard (even a multiclassed wizard) that can only cast 3 spells is not worth having. (IMHO)
What's the limit? Note that a character fully multiclassed into wizard through feats has 4 spells, not 3.
But yes, a character who wishes to multiclass into wizard will have significantly fewer wizard spells than a character who started as a wizard.
zookeeper said:
But this can not happen. You only can have 3 powers. My thoughts were after you multiclass to be able to select either class power. Anything before that would still be fighter powers.
Your suggestion was that upon taking new powers, they could be from either class. Starting at level 13, when a character acquires a new power, they replace an old power. If they are allowed to take second class powers to replace first class powers, they can have their entire attack power list composed of second class powers by level 19, assuming they also use the power-swap feats.
zookeeper said:
If we assume that, then your correct. I never thought Skill Training was worth a feat to begin with. There are alot of feats I don't think are worth a thing. But thats my opinion and I know others will disagree. A feat (IMO) should be special, a bonus to saves so you could possibly live longer, a bonus to attacks so you can hit easier, a bonus to AC so you might not get hit as often, a bonus on ranged attacks to reduce those penalities, armor and weapon proficiencies to reduce penalities, spell penatration to overcome SR, extra turning to turn more undead, basically things that help in combat situations. Things like Skill Training, Alertness, Animal Affinity, or other things like that (bonuses to skills) I never thought should be feats.
Now before anyone yells about this, I do know that there are times skills can help in combat. So please don't scream and shout about this, it's my opinion.
4th edition feats differ from 3rd edition feats. Many of them do help in combat situations, though precisely the effects you suggest are very difficult to come by as they are quite powerful. Skill Training in a combat helpful skill is about as valuable, in combat, as other feats with no prerequisites.
Feat means something slightly different in 4th edition than it did in 3rd edition. Comparing 4th edition feats to 3rd edition feats gives an unrealistic expectation to the value of 4th edition feats.
zookeeper said:
Then you would get even less powers.
True, but you only get powers you want. If a power isn't valuable to you, don't take it. If having lots of powers from the second class is valuable to you, you have to spend to get it. Basic economics.
zookeeper said:
OK - but thier example of the "a character who takes Initiate of the Faith counts as a cleric for taking feats that have cleric as a prerequisite" But that example is wrong so Why use that example? and Why multiclass to cleric if you can't take the feats?
OK - don't answer this because your going to say I count as a cleric, not the other prerequisites. But it does not make any type of sense.
It is, admittedly, not the best example. However, suggesting that the example is wrong is inaccurate, as your second paragraph indicates that you know.
zookeeper said:
Yes, I agree this could have been intentionally ommitted, just wanted to open the possibility that it was accidental.
Again, even if the one thing is an accident(a claim for which we have very little evidence), it does not necessarily make the other thing an accident(a claim for which we have no evidence).
zookeeper said:
I have to disagree with this, 3 powers may seem like alot, but if you figure that its 3 out of 17 or 18 if human (2,4,4,7). And I believe the powers you get from paragon multiclassing are 1) considered the paragon powers because you get them because your not paragon. and 2) actually a total of 7 levels lower in power than you would get in a paragon path.
If I'm correct about part 1 then these powers can not be traded or retrained or swapped, and Part 2 assumes you select the highest possible level power at each selection.
The (2, 4, 4, 7) readout includes your paragon powers. If you use paragon multiclassing, your power readout becomes (1/1, 2/2, 2/2, 4/2/1). If you take a paragon path from the second class, and we count those powers as second class powers, the readout becomes (2/0, 2/2, 2/2, 4/2/1) The format here is first class/second class, with the utility powers including a third spot for the epic destiny utility power.
And, as has been discovered in the time since you posted, you can retrain the second class powers gained from paragon multiclassing.
zookeeper said:
In the above comparison you are correct, but if you compare a fighter who can lob the Scorching Burst, to a fighter who can Lob a Scorching Burst one round and hit melee with Shocking Grasp through his sword on the next round. The second fighter is much more impressive.
Well, yes, and a fighter who can cause all enemies within a hundred miles to instantly drop dead is more impressive still. The point of multiclassing is not open-ended increases in power, it's an increase in flexibility.
If you want a fighter who can use Scorching Burst and channel magic through his sword, 4th edition can do that(be a fighter, multiclass to wizard, take the wizard of the spiral tower paragon path). If you want a wizard wearing plate armor and wielding a greataxe, 4th edition can do that, too(be a wizard with good str and con, spend 4 feats work your way up to plate armor. Weapon Proficiency with a greataxe is optional, but at the cost of one feat, it is highly recommended). If you want a character with all the defender capabilities of a fighter and all the controller abilities of a wizard, then no, 4th edition can't do that.
wayne62682 said:
I think that 4E limited powers far too much to be useful, since 95% of the time you're just going to use your crappy at-will powers, saving the encounter and daily powers for "boss" monsters.
I've seen some estimates that a 4th edition combat lasts, on average, 8 rounds. Let's say 10 for easy numbers. Under no circumstances does a character need to save his encounter powers for boss monsters, as there either is a boss monster in the encounter(so the character can target him with encounter powers) or there is no boss monster in the encounter(in which case the character's encounter powers will be back before the encounter with a boss monster in it). So in this hypothetical 10-round combat, the character uses 4 encounter powers and 6 at-will powers, for a 60% use of at-will powers.
This estimate is assuming that the character spends no rounds using his standard action to maneuver into position(with a charge or as a second move action), trying special actions like a grab or bull rush, or activating utility powers. The claim that 95% of the time a character will be using at-will powers is not based on anything resembling the reality of the game system.