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Excerpt: Multiclassing (merged)
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<blockquote data-quote="PrecociousApprentice" data-source="post: 4200975" data-attributes="member: 61449"><p>Voadam, I think that you are actually looking for a striker MCed to wizard. Most of the things you want,</p><p></p><p>"divinations (locate object, see invisible, analyze dweomer, scry, legend lore) and utility spells (knock, summon monster, teleport, shadow walk, fly, limited wish)," </p><p></p><p>are most likely going to be rituals. The best guesses for rituals at this point are going to be that you can access them through a feat/skill. This means that there is relatively little need for wizard power for these things. </p><p></p><p>The rest of what you have stated as goals seem to be striker abilities, backed up by wizard abilities. What you are overlooking is that class in 4e leads to role in 4e. Role is specifically combat role. Meaning that you can think about how you want to behave in combat, and pick a class that does that style of combat best, and if your best fit class doesn't have what you need, then a splash of 4e style multiclassing can likely get you what you want. The rest of what makes your character who s/he is may largely be dependant on skills and feats. Only combat role is really dependant on class anymore, and none of these metagame concepts like class, role, skills, and feats are real to the character. His concept of self can include wizard, despite not having the wizard base class, as long as he can do a sufficient amount of what he considers wizardly stuff.</p><p></p><p>So if your stated combat goal is,</p><p></p><p>"In combat I like him to <strong>primarily hack things apart</strong> in melee while magically enhanced, and <strong>only secondarily do ranged attacks</strong> like scorching ray or cone of cold or battlefield control like wall of ice or web. I'm fine with him being a decent but second tier melee combatant who does not usually stand out in that role, but can handle it decently enough,"</p><p></p><p>then this very much fits with a melee striker that has MCed into wizard for a few control powers, but promarily fits the melee striker role in combat. All of the out of combat stuff that feels like 3.x wizard stuff has likely been divorced from the wizard class in 4e. These out of combat roles can be fulfilled by any class.</p><p></p><p>As long as you are able to give up 3.x mechanics, and truthfully state your character concept without any game mechanics attached, then you can rebuild basically whatever character you can think of in 3.x as a 4e character. You just need to understand the implications of 4e in building a character concept. There will be no 1 to 1 conversion of characters builds from 3.x to 4e. There will be relatively easy character concept translation from all your 3.x, BECMI, GURPS, Wheel of Time, Dragonlance, LotR, or whatever, to 4e. The system seems at this point to be very robust and flexible, as long as you can step outside of the box created by other rulesets' mechanics.</p><p></p><p>And all of this should have been predicated on the statement that, these are conclusions I have drawn from all of the leaked info regarding 4e up to this point. I am using a limited data set drawn from preview material and compliled by raving fanbois. The real rules will probably be enlightening to us all in June. But I still feel that my conclusions adhere very closely to the spirit of all of the teasers released by WotC and all the playtesters.</p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4200975, member: 61449"] Voadam, I think that you are actually looking for a striker MCed to wizard. Most of the things you want, "divinations (locate object, see invisible, analyze dweomer, scry, legend lore) and utility spells (knock, summon monster, teleport, shadow walk, fly, limited wish)," are most likely going to be rituals. The best guesses for rituals at this point are going to be that you can access them through a feat/skill. This means that there is relatively little need for wizard power for these things. The rest of what you have stated as goals seem to be striker abilities, backed up by wizard abilities. What you are overlooking is that class in 4e leads to role in 4e. Role is specifically combat role. Meaning that you can think about how you want to behave in combat, and pick a class that does that style of combat best, and if your best fit class doesn't have what you need, then a splash of 4e style multiclassing can likely get you what you want. The rest of what makes your character who s/he is may largely be dependant on skills and feats. Only combat role is really dependant on class anymore, and none of these metagame concepts like class, role, skills, and feats are real to the character. His concept of self can include wizard, despite not having the wizard base class, as long as he can do a sufficient amount of what he considers wizardly stuff. So if your stated combat goal is, "In combat I like him to [B]primarily hack things apart[/B] in melee while magically enhanced, and [B]only secondarily do ranged attacks[/B] like scorching ray or cone of cold or battlefield control like wall of ice or web. I'm fine with him being a decent but second tier melee combatant who does not usually stand out in that role, but can handle it decently enough," then this very much fits with a melee striker that has MCed into wizard for a few control powers, but promarily fits the melee striker role in combat. All of the out of combat stuff that feels like 3.x wizard stuff has likely been divorced from the wizard class in 4e. These out of combat roles can be fulfilled by any class. As long as you are able to give up 3.x mechanics, and truthfully state your character concept without any game mechanics attached, then you can rebuild basically whatever character you can think of in 3.x as a 4e character. You just need to understand the implications of 4e in building a character concept. There will be no 1 to 1 conversion of characters builds from 3.x to 4e. There will be relatively easy character concept translation from all your 3.x, BECMI, GURPS, Wheel of Time, Dragonlance, LotR, or whatever, to 4e. The system seems at this point to be very robust and flexible, as long as you can step outside of the box created by other rulesets' mechanics. And all of this should have been predicated on the statement that, these are conclusions I have drawn from all of the leaked info regarding 4e up to this point. I am using a limited data set drawn from preview material and compliled by raving fanbois. The real rules will probably be enlightening to us all in June. But I still feel that my conclusions adhere very closely to the spirit of all of the teasers released by WotC and all the playtesters. [/QUOTE]
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