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How do you multiclass?

VanRichten

First Post
I have a question. Just how do you multiclass in the the new system. I have done my best to find it but so far there is no clear and defined way of doing so. Anyone able to help?
 

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You pick the main of the two, then use the multi-class feats to pick up abilities tied to the second.

I.E. Warlord takes Warrior of the Wild at 1st, now he is a Warlord with a few Ranger skills and tricks
 

So basically. You cannot say make a level 2 character. That has all the Ranger level 1 abilities and skills of that level, and Warlord level 1 with all the abilities and skills of that level?
 

Nope. The new MC paradigm is you have a primary class and can dabble in a second class (as others have put it). You can also choose to forgo a Paragon Path when you hit 11 to pick up even more powers and such from your sub class.
 

VanRichten said:
So basically. You cannot say make a level 2 character. That has all the Ranger level 1 abilities and skills of that level, and Warlord level 1 with all the abilities and skills of that level?

Without books, I'll answer based on what I know:

The Multi-class feats will allow a SUBSET of skills from the secondary class. You will not get everything from that class.

You will have to wait until Paragon level (11th) where you'll get the choice to specialize in your primary class or multi-class, so it would be at 11th that your Warlord would be able to truly Multi-class.

If I'm wrong, someone feel free to correct me.
 

3e-style or old-school multiclass doesn't exist. You pretty much can't be a half-and-half-classed character. You will be a Ranger with a bit of Warlord training, not a full-on Ranger/Warlord.

Basically, there are three steps to multiclassing:

1 - Take the basic multiclass feat for the relevant class. This is a feat that requires the "primary" stat for that class at 13, and gives you one trained skill (sometimes determined by the feat and sometimes not) and limited use of one of that class' abilities. For example, if you take the Student of Battle (warlord multiclass) feat, you get training in a Warlord skill, and you get Inspiring Word once per day (instead of 2+/encounter like the warlord).

2 - Three different power-swap feats. These let you swap out one of your main class' encounter, utility, or daily powers for one of your multiclass'.

3 - If you have taken all four relevant feats, at 11th level you can choose "multiclass" as your paragon path instead of one of the normal ones. At 11th level, you get to swap out one of your normal class' at will powers for one of you multiclass', and you also get to choose one of your multiclass' encounter powers of level 7 or lower. At 12th level, you get a level 10 utility power, and at 20th level you get a level 19 daily power.
 

Staffan said:
3e-style or old-school multiclass doesn't exist. You pretty much can't be a half-and-half-classed character. You will be a Ranger with a bit of Warlord training, not a full-on Ranger/Warlord.

Basically, there are three steps to multiclassing:

1 - Take the basic multiclass feat for the relevant class. This is a feat that requires the "primary" stat for that class at 13, and gives you one trained skill (sometimes determined by the feat and sometimes not) and limited use of one of that class' abilities. For example, if you take the Student of Battle (warlord multiclass) feat, you get training in a Warlord skill, and you get Inspiring Word once per day (instead of 2+/encounter like the warlord).

2 - Three different power-swap feats. These let you swap out one of your main class' encounter, utility, or daily powers for one of your multiclass'.

3 - If you have taken all four relevant feats, at 11th level you can choose "multiclass" as your paragon path instead of one of the normal ones. At 11th level, you get to swap out one of your normal class' at will powers for one of you multiclass', and you also get to choose one of your multiclass' encounter powers of level 7 or lower. At 12th level, you get a level 10 utility power, and at 20th level you get a level 19 daily power.

4 - At 21st level take the Eternal Seeker epic destiny.
 

VanRichten said:
Let me refine the question. If I were to make a Ranger/Warlord. How would I do that? Do I give the abilities of both or what?

The answer is you cannot multiclass. You may take feats I think three in total by 30th level that let you takes onepower each from another class but that is it.

The game as I see it is no longer a tabletop game. Rather it is a manual version of a MMORP. Since multiclassing would be difficult to program in a way that was not to comlpex for a computer to balance and deal with in a program, it was naturally removed. The multiclass feats were included I guess to be able to address complaints as to why can't I multiclass.

Just a note I bought the books recently and quite frankly I am really unimpressed with the system. There are some neat things in it but it seems directed to the endless Diablo type fights where you wheedle damage until you finally kill something.

Meteor Swarm for instance is a daily power that does 8d6 to 5 targets in 20 squares. I assume this is what burst 5 in 20 squares means. HAlf damage if you miss (the new mechanic for the opponent saving). Your first level at will power does 1d6 (2d6 when you reach level 21). HP however are now max die. Thus a fight between 30th level characters will take a minimum of 15 rounds of initiative before enough damage can be dished out to put someone down.

While this might work in Diablo where each round is less than 2 seconds as you right click the attack button it is not in tabletop where one round of initiative can take 3 minutes to a half hour if there are arguments to rules or what to do.

Quite frankly I don't see the system as fun. It is too limiting in choice. I would play characters like rogue/enchanters and take evocation as a banned school relying on enchantment, ulitily and summoning to create a mage who could not blast his opponents to nothingness but relied on sublety and sneakery. Augmenting the rogue abilities with spells. This character concept cannot be made in the new system. All wizards now blast at will with force, fire or cold all day long as the primary thing that they do. (no exceptions you have to take the powers and cannot attack any other way).

The originality that the tabletop game allows for has been purposely removed to force characters to conform to predefined boxes that can be programmed into a computer. The human mind not limited to yes/no decsion making that can be simulated by addition can far outclass this. Why remove that element at the tabletop.

Trust me in three months you'll be back to 3.5 or 2nd.
 
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