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How do you multiclass?
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<blockquote data-quote="QuantumCh@*s" data-source="post: 4278899" data-attributes="member: 68501"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>Trust me in three months you'll be back to 3.5 or 2nd.</p></blockquote><p></p>
[QUOTE="QuantumCh@*s, post: 4278899, member: 68501"] 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. [/QUOTE]
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