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General Tabletop Discussion
*Pathfinder & Starfinder
Houserule: multiclassing
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<blockquote data-quote="Ulorian - Agent of Chaos" data-source="post: 4264237" data-attributes="member: 16668"><p>I have to agree with keterys on this one: at-wills are not as strong as you think they are (although I see by your next post that you might have changed your mind and are now agreeing with this point). When you spend a turn using an at-will, that's a turn you're not using a much more powerful encounter or daily power. Your own class' at-wills will generally be much more suited to your role/class features, so you will generally favour your primary class at-will over your secondary class'. Sure, there will be occasional situations where your secondary at-will will be a better choice than your primary, but this versatility is why you spent a feat on multiclassing in the first place, right?</p><p></p><p>Also, I don't agree that your examples are broken. </p><p></p><p>Sacred Flame provides 1/2 level + Cha mod temporary hit points (i.e. not very much, nowhere near what a healing surge can give you). It's a Wis-based attack and only does 1d6 + Wis mod damage. So your character has to have a high Wis <em>and </em>Cha to make this effective. Also, the character is giving up a turn to do extremely sub-par damage; probably not an ideal tactic for a striker, controller, or defender, although it might be occasionally situationally useful, which is the point of multiclassing.</p><p></p><p>Twin Strike: the melee version of this is probably a poor choice for a non-ranger, but the ranged attack is viable for many other classes. Bear in mind that its a Dex-based attack for ranged and your attacks do no ability mod damage. I don't see this as being an absolute 'must have' by any stretch though, but could be handy for some classes.</p><p></p><p>Eyebite is OK for making an escape from a monster, but for many roles you generally want to engage the opposition, not flee. It's situationally useful for a controller or another striker. Also, it does extremely poor damage and requires a high Cha to be effective. This is an overall good choice for a multiclass at-will for some classes, but certainly not a 'no-brainer' type of selection.</p><p></p><p>Wolf-pack tactics for the Rogue is not as good as the Rogue's own Deft Strike at-will power: both help you get into flanking position (for sneak attacks), but Deft Strike allows you to move 2 squares as opposed to Wolf Pack Tactics, which allows you to pull an ally 1 square. Also, the attack you make with Wolf Pack Tactics applies your Str modifier instead of your Dex modifier, which is sub-optimal for a Rogue.</p></blockquote><p></p>
[QUOTE="Ulorian - Agent of Chaos, post: 4264237, member: 16668"] I have to agree with keterys on this one: at-wills are not as strong as you think they are (although I see by your next post that you might have changed your mind and are now agreeing with this point). When you spend a turn using an at-will, that's a turn you're not using a much more powerful encounter or daily power. Your own class' at-wills will generally be much more suited to your role/class features, so you will generally favour your primary class at-will over your secondary class'. Sure, there will be occasional situations where your secondary at-will will be a better choice than your primary, but this versatility is why you spent a feat on multiclassing in the first place, right? Also, I don't agree that your examples are broken. Sacred Flame provides 1/2 level + Cha mod temporary hit points (i.e. not very much, nowhere near what a healing surge can give you). It's a Wis-based attack and only does 1d6 + Wis mod damage. So your character has to have a high Wis [I]and [/I]Cha to make this effective. Also, the character is giving up a turn to do extremely sub-par damage; probably not an ideal tactic for a striker, controller, or defender, although it might be occasionally situationally useful, which is the point of multiclassing. Twin Strike: the melee version of this is probably a poor choice for a non-ranger, but the ranged attack is viable for many other classes. Bear in mind that its a Dex-based attack for ranged and your attacks do no ability mod damage. I don't see this as being an absolute 'must have' by any stretch though, but could be handy for some classes. Eyebite is OK for making an escape from a monster, but for many roles you generally want to engage the opposition, not flee. It's situationally useful for a controller or another striker. Also, it does extremely poor damage and requires a high Cha to be effective. This is an overall good choice for a multiclass at-will for some classes, but certainly not a 'no-brainer' type of selection. Wolf-pack tactics for the Rogue is not as good as the Rogue's own Deft Strike at-will power: both help you get into flanking position (for sneak attacks), but Deft Strike allows you to move 2 squares as opposed to Wolf Pack Tactics, which allows you to pull an ally 1 square. Also, the attack you make with Wolf Pack Tactics applies your Str modifier instead of your Dex modifier, which is sub-optimal for a Rogue. [/QUOTE]
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Houserule: multiclassing
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