I went to look yesterday and I completely forgot they added more MC feat in the Power books. They add more feature and add more skill training, but I don't know if you could stack them. And you had the power swap feats.
I went digging, apparently this was never solidly answered, and I was remembering my "well it seems reasonable" as a definitive thing. Because I actually posted about this on a different forum years ago! What's relevant, though, is that it's never said you
can't do this, and the one thing that could be used as a mechanical hook for saying you can't (the "<Class> Multiclass" tag) is present on
all feats that require you to be a multiclass character, not just the "entry" feats. This implies that there isn't anything formally preventing it, it's up to the DM to decide.
I had completely forgot about Paragon MC, I was just thinking of qualifying for Paragon Paths. Maybe 1 MC feat and 1 Power Swap feat should be enough?
Oh if you want to qualify for
PPs, you literally only need the initial multiclass feat. That's it. Once you have the MC feat, you count as a member of that class for all purposes that aren't "you must have this very specific feature" sort of things.
Clearly, a guy who solves combat with pure strength would be used to just pushing through opposition with pure bullheadedness. Someone who uses agility and acrobatic stuff would need a certain amount of spatial awareness and be used to go AROUND stuff and be flexible.
For my part, I had considered reducing "core" stats to four: Might (or Body), Dex, Wits (Int + "good decisions" parts of Wis), and Presence (Cha + "willpower" part of Wis.) That makes every stat clearly valuable and (very roughly) equal in importance. There would also be three "combat" stats, Impact, Finesse, and Style. Impact is what adds to raw damage. Finesse is for rider effects. Style is for class-specific mechanics (e.g. Paladin Lay On Hands uses.)
This has never gone beyond raw-concept stage so I don't even know if I'd keep it now.
Hmm... Minions only, no damage roll, once you get hit three times lose 1 Healing Surge. Maybe a simplified play field with 'close combat' and 'long range' zones? Someone spends a daily and the whole thing is done instantly?
Perhaps! This idea is even more raw than the previous--just a design goal, really, with little actual concept of how it would be done. Those are all ideas I had at least considered though, particularly the "spend a daily and it's over" part since that's a significant expenditure. IIRC, one idea was that players could choose to sacrifice a healing surge to ensure an attack hit. Minions-only might be awkward with a controller in the party--might make them immune to DOAM, or steal 13A's "mook" rules where a group of creatures behaves as a swarm, with ablative HP.
I'm with you, I don't think I would cut classes completely. Except maybe the Runepriest because I'm not sure what it exactly brings. I'd rework the Seeker (possibly changing its name) because a Primal ranged weapon specialist could have an interesting niche. I'd also rework the Battlemind because it feels like the most bland of the Psionic class and the most 'grid-filling' class in the game.
Runepriest definitely feels weird, in part because it's the most obvious leftover from the scrapped "Ki" power source. Seeker is similar but not quite the same, since as you say it could be fun having a controller specialized in ranged weapons rather than implements. Perhaps it would be worthwhile taking leaves from FFXIV's interpretation of the Final Fantasy Dancer class.
In terms of Essential I know I would fold the Slayer into the Ranger to keep the Fighter purely defender. And I'd probably try to structure the Vampire in a way that would guide more 'Monster as Class' in the future.
Oh, yeah, absolutely. The Vampire implies the interpretation of Shadow as the "monster" power source. Necromancer/Lich would make a lot of sense as either Leader or Controller, I favor the former because the whole "WISE FWOM YOUW GWAVE" thing just feels like an awesome subversion of what a Leader usually is. The controller could be some kind of manipulator or charmer, maybe Succubus/Incubus or Mindflayer or the like, turning the enemy against their own. Then you have two more concepts to integrate: the "Mummy" or some other kind of undead that makes for an obvious Defender, and the Werebeast, which could potentially be used for either Defender or Striker depending on how you wanted to implement it. And then the Assassin takes on a new thematic role: the character who has
become like the monsters she fights in order to fight better. The other side of Van Helsing.
Likewise, filling in some of the missing Essentials stuff, like the missing Druid seasons.