I'm A Banana
Potassium-Rich
My quick-and-dirty Multiclassing rules:
[sblock=MULTIBALLS]
[sblock=MULTIBALLS]
- Spend a Feat, Gain an Extra Power. You buy access to a new power with your feat. Any power you want, as long as its lower than your level. Just do it. If it's an always-on class feature (like a proficiency), you gain it. Congrats.
- Adjust The Power's "Cost". At-wills become Encounter powers. Encounter powers stay Encounter powers, and now cost you a healing surge to use. Daily powers stay Daily powers, and now cost you an Action Point to use.
- That's All. If your fighter desperately wants to spend all of their surges and action points to activate their Ranger powers and act like a Ranger for a combat, that is fine. The concern here is that this will cause more frequent "Resting," which, for my games, isn't that big of a deal. Characters generally get an extended rest every 2 or 3 encounters anyway, and rarely deplete all of their surges. Extended rests also have a cost associated with them (see the Resting Rules -- they generally make encounters harder and close off options for extra treasure). If it becomes a Big Deal at some point, consider giving out "power surges" that can only be used to activate special abilities (also, rituals...see the ritual rules).