[sblock=Introduction]Back in third edition, I didn't want a quick fix to level adjustments. I was prepared to rewrite every race. Unfortunately I didn't end up actually doing it. I was too busy with my life to be able to do it, but that didn't mean there wasn't a problem.
This edition they chose to destroy multiclassing. Doing it by feats wasn't a bad idea afterall, in 4th edition there are more of them, and it should cost the character something for the perk of multiclassing.
The problem is the fact that the multiclassing feats are extremely poorly implemented. You can't play the character you want to play, you only can spritz a few powers in there from that class. Since it's only an encounter a daily and a utility, you're only gaining limited resources, not a conceptual change of your character. Considering the main reason you should be multiclassing is not for a single power that you use intermittently, but rather an entire concept, I propose the following rewrite:
The concept is, that when you multiclass, you're despecializing. You're not as good as someone who dedicates themselves to the primary class, but in exchange you gain versatility. That versatility makes up for your willing deficiency. You balance the two. As such, when you take your first multiclass feat, you lose the stated penalties for your class. When you take the multiclass feat, you gain a weaker version of a particular class feature that you're gaining. Also, the penalty for multiclassing out should be slightly larger than the benefit for multiclassing in, as you're getting the best of both worlds.
The general rule of thumb is that those who multiclass, who were originally defenders, will lessen their ability to mark, and those who multiclass into defenders gain a limited ability to mark. Leaders are similar in which they lose one use of their ability to activate a healing surge, while those who multiclass into it will gain an ability to use the activating a healing surge 1/encounter. Likewise strikers lose a bit of their bonus damage, and those who multiclass into strikers gain some bonus damage. Controllers? No idea yet.[/sblock]
Fighter
Penalty: -1 hp per level, lose 1 healing surge, You can only mark on a hit.
Bonus: +1 hp per level, gain 1 healing surge, you can mark the target on a hit.
Paladin
Loses: -1 hp per level, lose 1 healing surge, Divine challenge's target can only target an enemy that you damaged this turn.
Bonus: +1 hp per level, gain 1 healing surge, You can use Divine Challenge with the following restriction: Divine challenge's target can only target an enemy that you damaged this turn. Gain the use of holy symbols
Warlord
Loses: Can only use inspring word 1/encounter, Your Inspiring Presence loses the 1/2 level bonus or your Tactical Presence is reduced to +1 (if it would normally be at least 1)
Bonus: Can use inspring word 1/encounter, Choose Inspiring Presence or Tactical Presence. You gain no benefit, but when using powers you gain the benefit of the chosen Commanding Presence. You also qualify for any paragon paths with the appropriate prerequisite.
Cleric
Loses: Can only use healing word 1/encounter, your Healer's Lore bonus is reduced to 1/2 your wisdom modifier.
Bonus: Can use healing word 1/encounter, gain the use of holy symbols.
Warlock
Loses: Your Warlock Curse damage is now 1d4/2d4/3d4 damage. You lose your Prime shot class feature.
Bonus: Choose a pact. You can now use the warlock curse ability doing 1/1d4/2d4 damage. You can use the pact boon of your pact. You can use warlock implements.
Rogue
Loses: Your sneak attack deals one less die of damage. Your brutal scoundrel or artful dodger bonus is halved.
Bonus: Gain sneak attack of 1d6/2d6/4d6. Choose Artful Dodger or Brutal Scoundrel. You gain no benefit, but when using powers you gain the benefit of the chosen Rogue Tactic. You also qualify for any paragon paths with the appropriate prerequisite.
Ranger
Loses: Reduce quarry damage by one size. Lose your bonus feat from Fighting Style.
Bonus: Gain Hunter's quarry of 1d4 damage per teir. Choose Archer fighting style or Two blade fighting style. You gain no benefit, but when using powers you gain the benefit of the chosen Fighting style. You aso qualify for any paragon paths with the appropriate prerequisite.
Wizard:
Loses: Your Arcane Implement Mastery encounter ability is now daily. You lose 2 cantrips of your choice.
Bonus: Gain the use of wizard implements and two cantrips. Choose an Arcane Implement Mastery encounter power. You can use that ability as a daily power.
Feats:
Clerical Divinity
Prerequisite: Multiclassed into Cleric
Benefit: Choose Channel Divinity: Divine Fortune or Channel Divinity: Turn undead. You gain use of that ability just as a cleric would have. You can now take Divinity feats that you meet the prerequites for.
Special: You can take this feat twice, when you take it the second time, you learn the other Channel Divinity class feature that you did not choose last time.
Crusading Divinity
Prerequisite: Multiclassed into Paladin
Benefit: Choose Channel Divinity: Divine Strength or Channel Divinity: Divine Mettle. You gain use of that ability just as a paladin would have. You can now take Divinity feats that you meet the prerequisites for.
Special: You can take this feat twice, when you take it the second time, you learn the other Channel Divinity class feature that you did not choose last time.
Notes on version 0.2:
I'm thinking about making the at-will power swap mandatory. My reasoning is that the wizard's role defining ability comes from it's powers. By forcing at-will swapping, a wizard can't just multiclass into fighter at the cost of a few little things, and gets some HP and healing surges in exchange. I liked the idea of nerfing the warlocks curse damage more when you multiclass into it, but giving the full effect of the warlock pact boon.
Overall, I think this is developing into a the system I was envisioning. As always I'd appreciate input.
Archive:
[sblock=v0.1]So here's my multiclass rough draft:
Fighter
Penalty: -1 hp per level, You can only mark on a hit.
Bonus: you mark the target on a hit.
Paladin
Loses: -1 hp per level, Divine challenge's target a target that you damaged this turn, and lasts until the end of your next turn.
Bonus: Divine challenge's target a target that you damaged this turn, and lasts until the end of your next turn. Gain the use of holy symbols
Warlord
Loses: Can only use inspring word 1/encounter, Your Inspiring Presence loses the 1/2 level bonus or your Tactical Presence is reduced to +1 (if it would normally be at least 1)
Bonus: Can use inspring word 1/encounter, Choose Inspiring Presence or Tactical Presence. You gain no benefit, but when using powers you gain the benefit of the chosen Commanding Presence. You also qualify for any paragon paths with the appropriate prerequisite.
Cleric
Loses: Can only use healing word 1/encounter, your Healer's Lore bonus is reduced to 1/2 your wisdom modifier.
Bonus: Can use healing word 1/encounter, gain the use of holy symbols.
Warlock
Loses: Your Warlock Curse bonus damage is 1d3/1d6/2d6 damage respectively by tier and you lose your Prime shot class feature.
Bonus: Choose a pact. You can now curse your enemies for 1d3/1d6/2d6 damage respectivly by tier. Once per combat you can use the Pact Boon ability of your pact. You can use warlock implements.
Rogue
Loses: Your sneak attack deals one die less damage. Treat your strength as 2 lower when determining your benefit from brutal scoundrel, or treat your charisma as 2 lower when determining your benefit from artful dodger.
Bonus: Gain sneak attack of 1d6/2d6/4d6. Choose Artful Dodger or Brutal Scoundrel. You gain no benefit, but when using powers you gain the benefit of the chosen Rogue Tactic. You also qualify for any paragon paths with the appropriate prerequisite.
Ranger
Loses: Reduce quarry damage by one size. Lose your bonus feat from Fighting Style.
Bonus: Gain Hunter's quarry of 1d4 damage per teir. Choose Archer fighting style or Two blade fighting style. You gain no benefit, but when using powers you gain the benefit of the chosen Fighting style. You aso qualify for any paragon paths with the appropriate prerequisite.
Wizard:
Loses: Your Arcane Implement Mastery encounter ability is now daily. You lose 2 cantrips of your choice.
Bonus: Gain the use of wizard implements and two cantrips.
I'd appreciate feedback to see how viable a system like this would be in accomplishing multiclassed characters that change in feel, rather than just power choice.
I was thinking you could gain two feats in addition to the initial feat. The first feat would allow you to lose an at will and/or a utility of your main class and replace it with an equal or lower of your multiclass. The second feat would allow you to lose an encounter and/or daily and relpace it with an equal or lower of your multiclass. This would cut down the number of feats needed since you're also losing some of your main class power by initially multiclassing, in addition to getting the ability to use at-wills of your multiclass without losing your paragon path.
Constructive criticism and suggestions appreciated. This is the best direction I've noticed thusfar, but still I think it's lacking.[/sblock]
This edition they chose to destroy multiclassing. Doing it by feats wasn't a bad idea afterall, in 4th edition there are more of them, and it should cost the character something for the perk of multiclassing.
The problem is the fact that the multiclassing feats are extremely poorly implemented. You can't play the character you want to play, you only can spritz a few powers in there from that class. Since it's only an encounter a daily and a utility, you're only gaining limited resources, not a conceptual change of your character. Considering the main reason you should be multiclassing is not for a single power that you use intermittently, but rather an entire concept, I propose the following rewrite:
The concept is, that when you multiclass, you're despecializing. You're not as good as someone who dedicates themselves to the primary class, but in exchange you gain versatility. That versatility makes up for your willing deficiency. You balance the two. As such, when you take your first multiclass feat, you lose the stated penalties for your class. When you take the multiclass feat, you gain a weaker version of a particular class feature that you're gaining. Also, the penalty for multiclassing out should be slightly larger than the benefit for multiclassing in, as you're getting the best of both worlds.
The general rule of thumb is that those who multiclass, who were originally defenders, will lessen their ability to mark, and those who multiclass into defenders gain a limited ability to mark. Leaders are similar in which they lose one use of their ability to activate a healing surge, while those who multiclass into it will gain an ability to use the activating a healing surge 1/encounter. Likewise strikers lose a bit of their bonus damage, and those who multiclass into strikers gain some bonus damage. Controllers? No idea yet.[/sblock]
- To multiclass you must take the multiclass feat: Multiclass Fighter, Multiclass Paladin, Multiclass Warlord, Multiclass Cleric, Multiclass Warlock, Multiclass Rogue, Multiclass Ranger, Multiclass Wizard
- When you take the multiclass feat, your initial class is altered by the entry marked "Penalty."
- When you take the multiclass feat, you gain the benefits of the class that you multiclassed into, marked "Bonus"
- You may upon multiclassing swap 1 at-will attack power with one of your multiclass.
- If you are a multiclassed character of 3rd level or higher, one of your encounter attack powers may be chosen from your multiclass.
- If you are a multiclassed character of 5th level or higher, one of your daily attack powers may be chosen from your multiclass.
- If you are a multiclassed character of 6th level or higher, one of your utility powers may be chosen from your multiclass.
Fighter
Penalty: -1 hp per level, lose 1 healing surge, You can only mark on a hit.
Bonus: +1 hp per level, gain 1 healing surge, you can mark the target on a hit.
Paladin
Loses: -1 hp per level, lose 1 healing surge, Divine challenge's target can only target an enemy that you damaged this turn.
Bonus: +1 hp per level, gain 1 healing surge, You can use Divine Challenge with the following restriction: Divine challenge's target can only target an enemy that you damaged this turn. Gain the use of holy symbols
Warlord
Loses: Can only use inspring word 1/encounter, Your Inspiring Presence loses the 1/2 level bonus or your Tactical Presence is reduced to +1 (if it would normally be at least 1)
Bonus: Can use inspring word 1/encounter, Choose Inspiring Presence or Tactical Presence. You gain no benefit, but when using powers you gain the benefit of the chosen Commanding Presence. You also qualify for any paragon paths with the appropriate prerequisite.
Cleric
Loses: Can only use healing word 1/encounter, your Healer's Lore bonus is reduced to 1/2 your wisdom modifier.
Bonus: Can use healing word 1/encounter, gain the use of holy symbols.
Warlock
Loses: Your Warlock Curse damage is now 1d4/2d4/3d4 damage. You lose your Prime shot class feature.
Bonus: Choose a pact. You can now use the warlock curse ability doing 1/1d4/2d4 damage. You can use the pact boon of your pact. You can use warlock implements.
Rogue
Loses: Your sneak attack deals one less die of damage. Your brutal scoundrel or artful dodger bonus is halved.
Bonus: Gain sneak attack of 1d6/2d6/4d6. Choose Artful Dodger or Brutal Scoundrel. You gain no benefit, but when using powers you gain the benefit of the chosen Rogue Tactic. You also qualify for any paragon paths with the appropriate prerequisite.
Ranger
Loses: Reduce quarry damage by one size. Lose your bonus feat from Fighting Style.
Bonus: Gain Hunter's quarry of 1d4 damage per teir. Choose Archer fighting style or Two blade fighting style. You gain no benefit, but when using powers you gain the benefit of the chosen Fighting style. You aso qualify for any paragon paths with the appropriate prerequisite.
Wizard:
Loses: Your Arcane Implement Mastery encounter ability is now daily. You lose 2 cantrips of your choice.
Bonus: Gain the use of wizard implements and two cantrips. Choose an Arcane Implement Mastery encounter power. You can use that ability as a daily power.
Feats:
Clerical Divinity
Prerequisite: Multiclassed into Cleric
Benefit: Choose Channel Divinity: Divine Fortune or Channel Divinity: Turn undead. You gain use of that ability just as a cleric would have. You can now take Divinity feats that you meet the prerequites for.
Special: You can take this feat twice, when you take it the second time, you learn the other Channel Divinity class feature that you did not choose last time.
Crusading Divinity
Prerequisite: Multiclassed into Paladin
Benefit: Choose Channel Divinity: Divine Strength or Channel Divinity: Divine Mettle. You gain use of that ability just as a paladin would have. You can now take Divinity feats that you meet the prerequisites for.
Special: You can take this feat twice, when you take it the second time, you learn the other Channel Divinity class feature that you did not choose last time.
Notes on version 0.2:
I'm thinking about making the at-will power swap mandatory. My reasoning is that the wizard's role defining ability comes from it's powers. By forcing at-will swapping, a wizard can't just multiclass into fighter at the cost of a few little things, and gets some HP and healing surges in exchange. I liked the idea of nerfing the warlocks curse damage more when you multiclass into it, but giving the full effect of the warlock pact boon.
Overall, I think this is developing into a the system I was envisioning. As always I'd appreciate input.
Archive:
[sblock=v0.1]So here's my multiclass rough draft:
Fighter
Penalty: -1 hp per level, You can only mark on a hit.
Bonus: you mark the target on a hit.
Paladin
Loses: -1 hp per level, Divine challenge's target a target that you damaged this turn, and lasts until the end of your next turn.
Bonus: Divine challenge's target a target that you damaged this turn, and lasts until the end of your next turn. Gain the use of holy symbols
Warlord
Loses: Can only use inspring word 1/encounter, Your Inspiring Presence loses the 1/2 level bonus or your Tactical Presence is reduced to +1 (if it would normally be at least 1)
Bonus: Can use inspring word 1/encounter, Choose Inspiring Presence or Tactical Presence. You gain no benefit, but when using powers you gain the benefit of the chosen Commanding Presence. You also qualify for any paragon paths with the appropriate prerequisite.
Cleric
Loses: Can only use healing word 1/encounter, your Healer's Lore bonus is reduced to 1/2 your wisdom modifier.
Bonus: Can use healing word 1/encounter, gain the use of holy symbols.
Warlock
Loses: Your Warlock Curse bonus damage is 1d3/1d6/2d6 damage respectively by tier and you lose your Prime shot class feature.
Bonus: Choose a pact. You can now curse your enemies for 1d3/1d6/2d6 damage respectivly by tier. Once per combat you can use the Pact Boon ability of your pact. You can use warlock implements.
Rogue
Loses: Your sneak attack deals one die less damage. Treat your strength as 2 lower when determining your benefit from brutal scoundrel, or treat your charisma as 2 lower when determining your benefit from artful dodger.
Bonus: Gain sneak attack of 1d6/2d6/4d6. Choose Artful Dodger or Brutal Scoundrel. You gain no benefit, but when using powers you gain the benefit of the chosen Rogue Tactic. You also qualify for any paragon paths with the appropriate prerequisite.
Ranger
Loses: Reduce quarry damage by one size. Lose your bonus feat from Fighting Style.
Bonus: Gain Hunter's quarry of 1d4 damage per teir. Choose Archer fighting style or Two blade fighting style. You gain no benefit, but when using powers you gain the benefit of the chosen Fighting style. You aso qualify for any paragon paths with the appropriate prerequisite.
Wizard:
Loses: Your Arcane Implement Mastery encounter ability is now daily. You lose 2 cantrips of your choice.
Bonus: Gain the use of wizard implements and two cantrips.
I'd appreciate feedback to see how viable a system like this would be in accomplishing multiclassed characters that change in feel, rather than just power choice.
I was thinking you could gain two feats in addition to the initial feat. The first feat would allow you to lose an at will and/or a utility of your main class and replace it with an equal or lower of your multiclass. The second feat would allow you to lose an encounter and/or daily and relpace it with an equal or lower of your multiclass. This would cut down the number of feats needed since you're also losing some of your main class power by initially multiclassing, in addition to getting the ability to use at-wills of your multiclass without losing your paragon path.
Constructive criticism and suggestions appreciated. This is the best direction I've noticed thusfar, but still I think it's lacking.[/sblock]
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