theNater said: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.
No, I actually meant power. Some powers like the clerics do have prerequisites like channel divinity, the rogues sneak attack, rangers hunters quarry.
What's the limit? Note that a character fully multiclassed into wizard through feats has 4 spells, not 3.
If you multiclass at 6th level you have the powers that you can choose at various levels (this is fact), my thought is you can choose from either class from 6th level on. At 6th level you have 2/2/2/2 powers that are all from first class, the rest can be mixed from either class. As a matter of third thought make it so that multiclassing is not allowed until 6th or higher level, get rid of power swap feats, and keep retraining limited to what it is now. Retrain a power from whichever class to be same level and same class as power your retraining.
But yes, a character who wishes to multiclass into wizard will have significantly fewer wizard spells than a character who started as a wizard.
This I understand, but limiting to a total of 3 or 4 spells is meaningless for a wizard.
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.
This could be read that way, but I was actually thinking, (more now than before), to limit the replacement. If you replace a power from your primary class it must be with a powerr from your primary class.
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.
Yes, I see that, especially when a feat that could really help a lower level character, is not available to him/her until a minimum of 11th level. By then you may not need it anymore. (Ex. Iron Will)
A fighter (as example) would most likely put best stats in STR and DEX or CON depending on weapon group he/she used. Although one weapon group does use WIS as its stat, all others use DEX or CON. Therefore the WILL save (defence) of a fighter will usually be low. Iron Will could help that character alot.
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.
Unrealistic value? I went through the list of heroic feats, and as a fighter (ignoring all racial feats) there are a total of 38 feats you could possibly take. There are 8 proficiency feats that you already have all but 1 of. There are 5 that deal with type of damage like fire or cold, of which you would most likely only take 1 of, if any. There are 6 with skill bonuses and 6 with combat advantage/ oppritunity attacks.
That leaves 13 feats, but things like Durable, Far Shot, Far Throw, Fast Runner, Linguist, Quick Draw are not worth taking as a fighter (although durable and quick draw might be a close call). Mounted Combat only works if you have a mount. Two-Weapon fighting makes no sense because you only get 1 attack (no more full round actions).
Now by my count that leaves a grand total of possible feats to take at 6 - you get 7 at level 10.
Is it really unrealistic to want more feats to choose from, and is it really unrealistic to want your character to survive?
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.
Basic Economics - I have already paid to get a power by leveling up. I am rewarded by being alowed to select a power, but I'm limited to selecting class 1 when I want class 2.
Thats like telling someone here is your money but it is only spendable if you buy McDonalds it don't work at Wendy's.
It is, admittedly, not the best example. However, suggesting that the example is wrong is inaccurate, as your second paragraph indicates that you know.
That second paragraph was meant as please do not repeat it. The example is wrong. You can not select any of the feats that has cleric as a prerequisite when you multiclass. Also as stated in previous post if you multiclass as Ranger you can not take a paragon path. You do not get the fighting style of the ranger that is a prerequisite of all ranger paragon paths.
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.
I'm not sure what you mean, but however you slice it up, you get a total of 17 or 18 powers of which there can be 3 from a second class using the power swap feats.
And, as has been discovered in the time since you posted, you can retrain the second class powers gained from paragon multiclassing.
OK - then that is a +
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.
I must be missing something, because this does not seem very flexible to me. I start as fighter, I multiclass to wizard and the most I can learn is 3 spells. I'm not looking "open-ended power", I understand you get 17 or 18 powers over 30 levels. As I multiclass I should have the flexibility to pick a wizard power at level 7, a fighter power at level 9, a wizard at levels 11 and 16, a fighter power at level 22.
I still have the same number of powers that I should have, just have the flexibility to pick and choose between the 2 classes.
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