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Excerpt: Multiclassing (merged)
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<blockquote data-quote="Voss" data-source="post: 4195773" data-attributes="member: 57593"><p>Some comments-</p><p></p><p>the article itself isn't written that well. The write-up of the power-swap feats took a couple readings to understand exactly what they were saying. Any sentence thats starts with 'Effectively, pretend...' isn't going to a good place. Its a sign post for 'we know we are writing this really poorly'.</p><p></p><p>However, it is largely what I expected, with an extra-versatility built in with the at each level swap (something other characters may not get to do). Though, like with retraining, that aspect is something I don't particularly care for. I can't forget how to dribble a soccer ball in order to instantly learn how to dribble a basketball. The lack of verisimilitude bothers me.</p><p></p><p>But, overall, I like it. I am also amused at how some of the 4e supporters are having a moment of doubt over this. </p><p></p><p>But, I like it- the only thing I'm particularly leery about is the only one class restriction. It seems as much a 'We must save you from making sub-par characters' as much as 'We must stop you from making something too good'.</p><p></p><p>The swap is what I expected. The initial feat with a skill and a bit extra is an interesting bonus. I am curious how things like hunter's quarry will work- the usable once per encounter is odd. I take it means that you can select one target as your quarry once per encounter, and it lasts until he falls or the end of the encounter, as normal, and not 'it lasts for one hit'. Pretty tasty ability for someone like a warlock to pick up. Curse and quarry = lots of damage. </p><p></p><p>Healing and Inspiring word are of course, good for anyone. Wizard training is useful, of course, since it allows someone to take a minion-clearance spell or two without anyone in the party saddling himself with the class-role just so the party has a controller. </p><p></p><p>The power swaps are good, both conceptually and mechanically. Yes, optimizers, there is a lot you can do. Take a warlord-wizard. Max out your INT, take your int based warlord powers, and when you run out, replace a str or cha based power with more INT based wizard powers. There's definitely some min-maxing potential here. At the same time there is a lot of room for dabblers, concepts and simple neat tricks. The Grey Mouser is almost perfect as a Rogue with wizard training at first level. And of course, unlike 3rd edition multiclassing, things are actually level appropriate, without giving you more stuff which would make you severely overpowered.</p><p></p><p>And I figure the paragon path replacement will work roughly the same way Khaalis does. Class features at 11 and 16, at will or something else, and then just powers at 11, 16, 20. It comes late, but it works.</p></blockquote><p></p>
[QUOTE="Voss, post: 4195773, member: 57593"] Some comments- the article itself isn't written that well. The write-up of the power-swap feats took a couple readings to understand exactly what they were saying. Any sentence thats starts with 'Effectively, pretend...' isn't going to a good place. Its a sign post for 'we know we are writing this really poorly'. However, it is largely what I expected, with an extra-versatility built in with the at each level swap (something other characters may not get to do). Though, like with retraining, that aspect is something I don't particularly care for. I can't forget how to dribble a soccer ball in order to instantly learn how to dribble a basketball. The lack of verisimilitude bothers me. But, overall, I like it. I am also amused at how some of the 4e supporters are having a moment of doubt over this. But, I like it- the only thing I'm particularly leery about is the only one class restriction. It seems as much a 'We must save you from making sub-par characters' as much as 'We must stop you from making something too good'. The swap is what I expected. The initial feat with a skill and a bit extra is an interesting bonus. I am curious how things like hunter's quarry will work- the usable once per encounter is odd. I take it means that you can select one target as your quarry once per encounter, and it lasts until he falls or the end of the encounter, as normal, and not 'it lasts for one hit'. Pretty tasty ability for someone like a warlock to pick up. Curse and quarry = lots of damage. Healing and Inspiring word are of course, good for anyone. Wizard training is useful, of course, since it allows someone to take a minion-clearance spell or two without anyone in the party saddling himself with the class-role just so the party has a controller. The power swaps are good, both conceptually and mechanically. Yes, optimizers, there is a lot you can do. Take a warlord-wizard. Max out your INT, take your int based warlord powers, and when you run out, replace a str or cha based power with more INT based wizard powers. There's definitely some min-maxing potential here. At the same time there is a lot of room for dabblers, concepts and simple neat tricks. The Grey Mouser is almost perfect as a Rogue with wizard training at first level. And of course, unlike 3rd edition multiclassing, things are actually level appropriate, without giving you more stuff which would make you severely overpowered. And I figure the paragon path replacement will work roughly the same way Khaalis does. Class features at 11 and 16, at will or something else, and then just powers at 11, 16, 20. It comes late, but it works. [/QUOTE]
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