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Excerpt: Multiclassing (merged)
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<blockquote data-quote="AtomicPope" data-source="post: 4197330" data-attributes="member: 64790"><p>Now we're getting somewhere <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Ok, the way I'm reading the WotC sneak peek is that when you multiclass the 1st feat gives you:</p><p>1) Skill Training - one skill counts as being trained. This is a big deal in Stars Wars Saga since there are no skill points. I heard rumors (dismiss them at will) that class skills (not universal) cannot be trained w/o a feat.</p><p>2) Limited access to an At Will power - The powers listed are At Will powers derived from core classes but have an additional limitation. For instance, the Cleric's Healing Word is an At Will 2/encounter power (or so says the rumors). For multiclassers it becomes a 1/day.</p><p></p><p>A character with a Multiclass power feat gains access to an additional power (the "entry fee") without trading one of their own, thereby gaining (one hopes) some additional functionality in battle. These powers are in addition to their standard class At Will powers. I'm guessing this because there's no indication under <em>Initiate of the Faith </em> that the multiclass character loses their primary class At Will power. To give classes more At Will powers from a different source might be too much. </p><p></p><p></p><p>I find this viewpoint a bit problematic - Better and Best. It's hard for me to say what's better or best for a character without having a concept in mind. Take the <em>Sneak of Shadows </em> for instance. This entry level multiclass feat gives the player access to Sneak Attack once per encounter. If a Ranger or Warlock (both strikers) gained access to this they could stack that with their Hunter's Quarry or Curses, respectively, to do some serious extra damage. What I see is not so much trading powers (in this case, none are lost and a feature is gained), but focusing on a central theme.</p><p></p><p>In 1e,2e, and 3e it was all but impossible to have a group of adventurers that were all "Mercenary Rogues" for hire. The reason is the skill system wouldn't support it. You couldn't have a Paladin/Rogue (or Thief) in previous editions because he would lose out on so many Pally Powers and have no skills to speak of as a Rogue. Now that's not the case. The Paladin, or Wizard, or Cleric, or Fighter could take <em>Sneak of Shadows </em> and get access to Rogue skills that will be useful, even at higher levels. The same could be said for a group of Wizard adventurers that is entirely affiliated with a god (lets say Boccob) and has access to some priestly abilities, yet loses none of their spell casting powers - <em>Initiate of the Faith</em>.</p><p></p><p></p><p>I've read the "PHB Lite" from En World and some of the Spells and Exploits are awesome. What's interesting is the access to class ablities are no longer limited by Stat Scores, only multiclassing is. What I mean is, a Wizard doesn't need to have a 19 Int just to have access to 9th level spells anymore. This frees up characters quite a bit. A fighter could have a high level Cleric Prayer or Wizard Spell with only a 13 Int or Wis (impossible in previous editions). From what I've seen in the demonstrations, Action Points allow characters to perform crazy combinations.</p><p></p><p></p><p>Meh, rumors and demos were enough for me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AtomicPope, post: 4197330, member: 64790"] Now we're getting somewhere :) Ok, the way I'm reading the WotC sneak peek is that when you multiclass the 1st feat gives you: 1) Skill Training - one skill counts as being trained. This is a big deal in Stars Wars Saga since there are no skill points. I heard rumors (dismiss them at will) that class skills (not universal) cannot be trained w/o a feat. 2) Limited access to an At Will power - The powers listed are At Will powers derived from core classes but have an additional limitation. For instance, the Cleric's Healing Word is an At Will 2/encounter power (or so says the rumors). For multiclassers it becomes a 1/day. A character with a Multiclass power feat gains access to an additional power (the "entry fee") without trading one of their own, thereby gaining (one hopes) some additional functionality in battle. These powers are in addition to their standard class At Will powers. I'm guessing this because there's no indication under [I]Initiate of the Faith [/I] that the multiclass character loses their primary class At Will power. To give classes more At Will powers from a different source might be too much. I find this viewpoint a bit problematic - Better and Best. It's hard for me to say what's better or best for a character without having a concept in mind. Take the [I]Sneak of Shadows [/I] for instance. This entry level multiclass feat gives the player access to Sneak Attack once per encounter. If a Ranger or Warlock (both strikers) gained access to this they could stack that with their Hunter's Quarry or Curses, respectively, to do some serious extra damage. What I see is not so much trading powers (in this case, none are lost and a feature is gained), but focusing on a central theme. In 1e,2e, and 3e it was all but impossible to have a group of adventurers that were all "Mercenary Rogues" for hire. The reason is the skill system wouldn't support it. You couldn't have a Paladin/Rogue (or Thief) in previous editions because he would lose out on so many Pally Powers and have no skills to speak of as a Rogue. Now that's not the case. The Paladin, or Wizard, or Cleric, or Fighter could take [I]Sneak of Shadows [/I] and get access to Rogue skills that will be useful, even at higher levels. The same could be said for a group of Wizard adventurers that is entirely affiliated with a god (lets say Boccob) and has access to some priestly abilities, yet loses none of their spell casting powers - [I]Initiate of the Faith[/I]. I've read the "PHB Lite" from En World and some of the Spells and Exploits are awesome. What's interesting is the access to class ablities are no longer limited by Stat Scores, only multiclassing is. What I mean is, a Wizard doesn't need to have a 19 Int just to have access to 9th level spells anymore. This frees up characters quite a bit. A fighter could have a high level Cleric Prayer or Wizard Spell with only a 13 Int or Wis (impossible in previous editions). From what I've seen in the demonstrations, Action Points allow characters to perform crazy combinations. Meh, rumors and demos were enough for me ;) [/QUOTE]
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