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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.
This feels like the "Mystic Theurge is broken!" argument all over again.
Not at all. Because losing three levels in your primary spellcasting class was horrid. Losing one power really doesn't compare to how /bad/ that was. This is more like the anima mage, really. No spellcasting levels lost, feat buy in for extra abilities. (I think it was the anima mage. The binder/spellcaster class with no lost caster levels from Tome of Magic. Don't have my books handy, atm.)
And again, YMMV, but having fireball avaliable when you don't have a controller is /definately/ worth a feat, as far as I'm concerned. Or the fact that each of the /first/ multiclassing feats is already at least as good as skill training (if with harsher pre-reqs and other limits, like only getting to have one). Or Eyebite. A clever rogue could get incredible amounts of mileage out of that power, easily getting a feat's worth. Or, Or, Or. I mean, just with the powers we have /already/ seen, I can see several cases where I think it would be worth a feat to get a power. And f you don't think so, there's always the option to multiclass in lieu of a paragon path, or use the first multiclassing feat to get into a paragon path that you like (Fighter into Stormwarden, for instances. or Rogue into Kensai). If there wasn't a price involved, then there's no roles, no niches, and no way for your character to shine. I've seen this happen in WOD and Exalted. A character who picks well in those systems can completely marginzalize someone else, or even multiple other players. Those games require a strong social contract outside the game to keep roles and niches safe. I don't think that's the direction D&D was going to be taken in.