A few comments from a playtester

Blackeagle said:
Keep in mind that a multiclasser is already paying a feat and a power for every power he gets in the new class. I'd say that's already sub-par.

Oh, sure... that's what I meant by sub-par... I would really prefer that people multiclassed only rarely, and then for a very good reason, than have lots of people going Fighter2/Rogue1/Barb1/etc.
 
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charlesatan said:
You're not just burning up a feat. You're trading one special power for another. Remember that uber-cool technique I was going to learn from my master? Well, I studied a different technique instead from this Wizard...

And if it bothers you so much, your character can always learn a lower-level power.

Also, the apprenticeship "learning curve" was what made gish combos (i.e. Fighter 10/Wizard 10) inferior in 3.x without resorting to prestige classes like Eldritch Knight/Spellsword and/or feats like Practiced Spellcaster.

I disagree -- if anything, most fighter 10/wizard 10 or fighter 10/cleric 10 "gish" characters were easily more powerful in melee than singleclassed warriors (some of those "buffs" are just too good in 3E). Now, if you multiclassed into Eldritch Knight, for example, the end result was just too broken (just as the Mystic Theurge for cleric/wizards).

Of course, a non-PrC "gish" couldn't compete with singleclassed spellcasters for "magical oomph", but if the intention was to create an "uber" melee character who could also use fireballs or healing, it is a completely different concept and easily done in 3E. Having said that, I don't see how it would so dramatically different in 4E -- there's still a "trade-off" for those wizard dailies and encounter powers, which means less fighter powers, right? And if you intend to create a melee-oriented character, those wizard powers may not be that useful to you -- just as you need to think about your spell choices and what you intend to accomplish with your concept in 3E.
 

Fifth Element said:
Yes, exactly. In my campaign one of my players is Ranger 7, and now really really wants to multiclass into druid (it's certainly appropriate from the character's point of view). In order to make the choice not completely suck, since the other characters are single-classed or into prestige classes, I wound up giving him a magic item that increased his druid caster level and gave him a couple of druidish spell-like abilities. Otherwise his druid abilities would be completely irrelevant for many levels.

Um, he's still level 7 Ranger, and those Druid powers probably complement his character in useful ways, since he doesn't get a lot of Ranger spells yet. I see it as a useful and reasonable "trade-off", even though he can't cast spells as an 8th level druid. And in 3E he doesn't really lose that much by multiclassing, because most levels are "dead" levels anyway.
 

Blackeagle said:
Keep in mind that a multiclasser is already paying a feat and a power for every power he gets in the new class. I'd say that's already sub-par.

I'd say its not so good for some classes and really too good for others. How many at will/encounter abilities will classes have like 4-5ish of each at most. so 1/5 of those from a feat per category, and you seem to be getting a lot of feats. So for the classes with the really awesome passives of tons of HP and great armor switching out to fireball is awesome, for the wizard with crappy HP and robes switching out to hulk smash or whatever is a crappy option.

This really does not sound remotely balanced to me at all, hopefully there is something I am missing. The class abilities better be freakin awesome at enhancing there at will/encounter/daily abilities otherwise the single class people will feel like the suck.
 


Rechan said:
I took a high level "hong-class" feat.

Don't do that -- you'll stop thinking about fantasy *at all*, and The Rouse will eventually replace you with a programmed clone. I strongly advise that you report to the nearest grognard and let him retrain that feat for you!

Because there have never been stories where someone develops really, really potent abilities that suddenly surface which they can only use infrequently (read: daily).

'Wheel of Time'? IIRC many of the characters had very little control over their abilities and they could use them in controlled fashion only rarely in the first books.

You act as though this is suddenly new. In 3.0, all you had to do was take one level in Ranger and you got automatic two weapon fighting and track. Many people "Just stayed long enough for their apprenticeship before never touching it again"?

Or how becoming a wizard is a long grueling process that takes years of apprenticeship, but all anyone has to do is take a single level in Wizard after the fact and they get the same stuff that a standard 1st level wizard did. All because "They've been looking over the wizard's shoulder". If all one has to do is look over a guy's shoulder as you adventure, then there's little reason for Wizardry Colleges.

You're correct. Yet in my group you *have* to go through the apprenticeship period or have some logical reason why you could pick those abilities "instantly" (i.e. you need to inform the DM beforehand that you're going to multiclass). Occasionally you can do this if you've trained with other PCs for some time (for example, the party's ranger has trained you to track and fight with two weapons) *and* you are going to pick a "martial" class (i.e. fighter, rogue or ranger).

And hey, while we're on the topic of feats: A fighter who's 12th level and takes Power Attack for the first time can subtract 12 from his hit into his damage. Look at that; he gets a HUGE benefit for taking the feat later, rather than taking it at first level and using it the entire time.

Whatever fighter "tricks" you learn at 12th level should represent your combat training and adaptability, so it's far more realistic to assume that you've practised powerful swings as you progressed through the levels when compared to, say, picking 6th level wizard spells out of the blue when you hit 12th level.

Or a fighter 5/Wiz 1 can take 'Practice Spellcaster' and gets a caster level equal to level 5?

I'm not familiar with that feat, since we don't use every 3E accessory (and do not allow any stuff from the books we don't own). You're right -- that's not a reasonable Feat at all, and I wouldn't allow it anyway, *unless* you had to take some kind of prerequisite for it (e.g. 'Spellcasting prodigy' from FR).

Or hey, let's go earlier. In 1e, elves and dwarves didn't multi-class; they had the Elf and Dwarf class. In 2e, dwarves couldn't use class x or y. That's not realistic.

Never claimed it was, and personally I always felt that there was a lot of "wonky" stuff in D&D -- a lot of which 3E eventually fixed. Even in AD&D we had a huge number of houserules (e.g. that there were *no* level-limits for any race). As I said, 3E used a more simulationist approach to the rules, and made the system internally more consistent and coherent.

I could go through D&D and point out everything that doesn't match up "realistically" with "story". I'm sure your response to each of these would be explaining it away, story wise. Which is doable with 4e if you stretch it just like the above examples.

No. Again, I have never, ever claimed that (B)D&D or AD&D were very good at "realism" or balance -- quite the opposite. They were decent enough in their day, but I wouldn't want to play them (or systems similar to them) anymore. We had to modify so much stuff and invent new rules that I was very relieved when 3E eventually came out.

It ultimately does not matter. It's mechanically balanced. Make up whatever explanation you want for it. Don't like it? Don't use it. If you want some sort of in-game explanation that requires all sorts of hoops to jump through, that's the DM's job in putting that in, not the system's, just like PrCs, what spells are given out when, what treasure, what classes are available, the availability of magical items, and so on.

D&D: Bring Your Own Explanation.

I'm a veteran DM of 20 years, and 4E seems to be the first edition in which I just can't come up with in-game/in-story explanations for a lot of stuff (classes and their powers, namely). I hope it doesn't imply anything about lack of imagination, but rather about a different POV/gaming philosophy. I could throw the ball to the players, but that would feel a bit awkward to me. Of course, it doesn't help that the designers seem especially proud of how "compact" the writing is (which is silly -- it saves space, but there's also the danger that only the people who designed/wrote that stuff truly understand how the stuff works).

It may not matter to *you*, but it matters to me and my players (and, at least a few other people, I'd dare to assume). Balance is important, but I don't think it should ever surpass all sense of realism or consistency.
 

You're correct. Yet in my group you *have* to go through the apprenticeship period or have some logical reason why you could pick those abilities "instantly" (i.e. you need to inform the DM beforehand that you're going to multiclass). Occasionally you can do this if you've trained with other PCs for some time (for example, the party's ranger has trained you to track and fight with two weapons) *and* you are going to pick a "martial" class (i.e. fighter, rogue or ranger).

But, we don't play in your group. Your house rules are not all the terribly important to anyone but yourself. Complaining that new rules interfere with your house rules and are therefore bad rules is a somewhat less than useful criticism. For many games, there is no "apprenticeship" period, so, your criticism really only matters to you.

I'm a veteran DM of 20 years, and 4E seems to be the first edition in which I just can't come up with in-game/in-story explanations for a lot of stuff (classes and their powers, namely). I hope it doesn't imply anything about lack of imagination, but rather about a different POV/gaming philosophy. I could throw the ball to the players, but that would feel a bit awkward to me. Of course, it doesn't help that the designers seem especially proud of how "compact" the writing is (which is silly -- it saves space, but there's also the danger that only the people who designed/wrote that stuff truly understand how the stuff works).

However, people in this thread have already shown that it is no more difficult to adapt their in game/in story explanations than it was in any other edition. So, I would say that the fault doesn't lie with the designers. If five or six people in this thread alone can come up with in game explanations, it probably isn't all that difficult no?
 

Primal said:
I'm a veteran DM of 20 years, and 4E seems to be the first edition in which I just can't come up with in-game/in-story explanations for a lot of stuff (classes and their powers, namely). I hope it doesn't imply anything about lack of imagination, but rather about a different POV/gaming philosophy.

... no, I think it implies lack of imagination.
 

I think the big split here is between two groups.

1) Awesome, my warrior can tap into the long lost powers of his powerful mage bloodline to start throwing fireballs!

2) Take your ORIGINAL CHARACTER (DO NOT STEAL) back to Deviant Art. Mary Sues aren't welcome in our game.


Guess which group I belong to?

Sorry, if you want to start multiclassing, you start at level one. Suddenly being able to do an equal level ability just cheapens it. (Oh, you've spent how many levels studying to be a wizard and you can now fireball? SHAZAAMO, now I can too!)
 

Hussar said:
But, we don't play in your group. Your house rules are not all the terribly important to anyone but yourself. Complaining that new rules interfere with your house rules and are therefore bad rules is a somewhat less than useful criticism. For many games, there is no "apprenticeship" period, so, your criticism really only matters to you.

They mainly interfere with my sense of realism and consistency (and, apparently, those of some other posters, as well). Now, I doubt that most DMs let the PCs multiclass "instantly" into Barbarian, Wizard, Cleric or Paladin, but I may be wrong -- in my experience the PC usually has to undertake at least some sort of "training period". Of course, I can only speak for myself and my group (and some other groups I know, as well).

However, people in this thread have already shown that it is no more difficult to adapt their in game/in story explanations than it was in any other edition. So, I would say that the fault doesn't lie with the designers. If five or six people in this thread alone can come up with in game explanations, it probably isn't all that difficult no?

I haven't bought all the explanations, because they just don't make sense to me -- and I think I've presented counterarguments why I think that way. So far I haven't seen a *really* plausible explanation for, say, the Warlord's powers.

Of course, you and your players determine what is "plausible" or "logical" or "realistic" and what is not -- some groups won't probably even bother with them. I do, and all the DMs I personally know (and consequently, their players too) share this same concern that 4E breaks our sense of disbelief and immersion if we can't come up with logical (simulationist) explanations for that stuff.
 

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