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General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: Multiclassing (merged)
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<blockquote data-quote="DanChops" data-source="post: 4195240" data-attributes="member: 48840"><p>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.)</p><p></p><p>Now, the problem we ran into with this is that we didn't <em>really</em> 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. </p><p></p><p>Seems to me that 4E multiclassing will allow that kind of a game to the T. Everyone picks <em>Arcane Initiate</em> to start (or they get it for free, depending on what the group decides). Then, if they want, they pick up the three <em>--- Power</em> 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.</p><p>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.</p></blockquote><p></p>
[QUOTE="DanChops, post: 4195240, member: 48840"] 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 [i]really[/i] 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 [i]Arcane Initiate[/i] to start (or they get it for free, depending on what the group decides). Then, if they want, they pick up the three [i]--- Power[/i] 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. [/QUOTE]
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Excerpt: Multiclassing (merged)
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