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Excerpt: Multiclassing (merged)

hong said:
Do we know how many feats a character has?


As I understand it currently you will have 1 at 1st +1/2 levels thereafter with an extra 1 if Human

Also don't forget - by Spendiing a feat at 1st level you effectively gain 1 encounter power at first level over a single classed PC
 

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Scrollreader said:
The breaks are in the wrong place on that list. Those levels are the /pre-reqs/. The text states that as you go up in level, the power can change. This means you can, with your encounter feat, eventually have a wizard 30 encounter power (if there is one). I'd say that's worth a feat.
Indeed. The ability to switch to a new multiclass power every level I think is going to prove to be a very popular feature.
 

FireLance said:
The cost of going outside your role is not being as good in your primary role, and you already pay that cost by giving up one (or more) of your powers.
Except that you're keeping the benefits from your earlier class.

For instance, if it was not giving up a feat, then it would be totally worth it to start as fighter, and then just cherry pick encounter and daily Wizard powers. That way, you had your Sweet defender HP, Defenses, Surges, and armor proficiencies, plus the Wizard encounters/dailies.

If I can trade ALL my fighter abilities for wizard ones, then I'm not a great fighter, but I'm a BETTER wizard.
 
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neceros said:
Interesting. Isn't it enough to just put it in the back story, though?
I suppose it depends on what you're looking for. For example, in the game where everyone met at a wizardry college, the group wanted everyone to have benefited from their time spent studying the arcane. So, we did a gestalt game where everyone was Wizard/something else, where the something else typically tied into their pre-college back ground. (The Wizard/Cleric, for example, was the bastard son of a local parish priest, and was raised by the monastary attached to the temple before he went off to learn how to be a Wizard. The Wiard/Ranger, on the other hand, came from a lumber-jack village on the edge of the kingdom.)

Now, the problem we ran into with this is that we didn't really want everyone to be full-on wizards, but at the same time we wanted their wizardry abilities to be more useful that a simple "cast one first-level spell once/day" kind of a thing, especially at higher levels. What we really wanted was for the group to have an arcane feel that was relevent throughout the course of the campaign.

Seems to me that 4E multiclassing will allow that kind of a game to the T. Everyone picks Arcane Initiate to start (or they get it for free, depending on what the group decides). Then, if they want, they pick up the three --- Power feats later on, and they have the option to take an Arcane-focused Paragon Path. However, through it all they retain that flavor of being a Cleric who is versed in the Arcane arts, rather than being a full-on Wizard.
Of course, this wouldn't work for every game, but I've enjoyed this sort of concept before, and I'm stoked to try it in 4E.
 
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It looks like, for example, a fighter with the rogue MC feat and shadow assassin PP would gain 1d6 sneak attack at-will against bloodied foes at 16th and a full 3d6 sneak 1/enc (or 4d6 1/enc vs. a bloodied foe). And the other abilities are solid for a fighter. Plus there are probably some spiffy powers that would make a fighter/rogue solid even using feats.

But still looks like if you want TWF at-will you have to start as ranger.
 
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swgeek77 said:
This seems to be saying that you can't multiclass from level one, only levels 11 through 20.

If that was the case then you couldn't multiclass to qualify for paragon paths, which this excerpt clearly states you can. (Not this this was news to anyone who read this post a few days ago.)


swgeek77 said:
Also, I think the levels that are in the benefits section of the feats table have something to do with this:

Since Mouseferatu was a playtester, pardon me if I put more value in his firsthand knowledge than in your guesses. He's already stated those entries are in the wrong column.
 

Well, I think the point is that you're only supposed to be dabbling until you multiclass instead of taking a Paragon Path at 11th. Who knows, that might even allow you to dabble in a third class as well, seeing as how the excerpt went out of its way to mention Fighter/Mage/Thieves.
 

I like the look of the system.
It looks like you can split class fine with just taking feats to swap out some of your main class powers for subclass powers.
Burning feats means you will not be as good at your main class but you will be able to do more over all. A fighter with tumble to get into the right spot better, or a wizard with few ranger powers for his magic missile (I am hoping that it basic attack you can use it as part of other attack powers). I can see a way to do most multi-class stuff (outside of the crazy stuff like Monk/Paladin/Cleric/Bard/Scout's that make no since anyway).

I like the idea of dabbling in class more then fully changing into them.
I mean if you take years training to be a fighter you don't one day just take a level in paladin with no real training, sure you can find god and dabble in their powers, but you are no Saint Glory.

Over all I like the system.
Tho I wonder what the picking not to take a P-Path does...
 

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