Hybrid Classes


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As a final note to everyone who's said they were making hybrid versions of PH2 classes: none of you has stated what you did with the druid's beast-form/non-beast-form at-wills. What were your solutions? You can't just make the druid choose one or the other. Maybe one of each?

~ fissionessence

I set mine up like this.

[FONT=&quot]Balance of Nature[/FONT]
[FONT=&quot]You begin play with two at-will druid attack powers and one at-will attack power from your other hybrid class. At least one of those powers, and no more than two, must have the beast form keyword.[/FONT]

[FONT=&quot]Wild Shape[/FONT]
[FONT=&quot]You can use the Wild Shape druid power.
--
By writing it this way, it removes Balance of Nature as an option for Hybrid talent and still lets you choose whether you want to be more animal druid or not.
[/FONT]
 
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I've made up rules for my players that includes the PH3 classes. That was the same thing I did with my Druid (hybridizing Balance of Nature). Some of the others are a bit harder actually. The Sorcerer, technically has only one class feature. I made it like the other strikers and gave a hybrid version of the "X Power" part of Dragon/Wild Magic that gives the damage bonus, limiting it to sorcerer attacks. Not sure what they should unlock using the feat though. They should be able to pick one of the magic 'paths' to be able to unlock the powers that give bonuses, but getting everything goes against the hybrid concept.

For the Shaman as well it involved giving a limited healing spirit, and starting with call spirit companion (but not the companion spirit class feature that you would have to take via the feat).

The others were a bit easier (Warden I went with only being able to mark one adjacent enemy; the barbarian I just gave rampage ... it's already locked into only working with barbarian powers anyway).

The basic rule was "give them the role defining power, don't give them the 'build' powers, like artful dodger or fey pact", which makes sense. You give them enough to accomplish about half their role (which can be full if you combine two classes of the same role) and give them the option to get one build out of one of the classes via the feat. In some cases (non-beast ranger, fighter, cleric, paladin, wizard) your build choice is independent of the build class feature, so they can work well as hybrid characters since they may be a bit less reliant on getting the feat to get the most out of their powers.

In order to test it out I was going to try out a ranger/rogue hybrid (half-orc to go with good STR and DEX). I was able to ensure that every encounter and daily power did not require a standard action. Hypothetically, by this method, you would be able to do both sneak attack and quarry damage for at least 3 rounds each encounter, not to mention the dailies and action point situations (assuming you hit of course). With a beast companion as your class feature you give yourself your own flanker as well. It has the potential at least to be better than 'just' a rogue or ranger, as you'd ultimately be able to do extra damage nearly every turn (the only exceptions would be when you lack combat advantage, the ability to attack your quarry and the ability to set a new quarry) and occaisionally get both extra damages off in the same turn. A ranger that can occaisionally deal more extra damage or a rogue that can still do some extra damage when he lacks combat advatage is pretty good, even if it means being unable to do that extra damage with dilletante or multiclass powers.

As for 'fixes' so far that I'll probably let my players use: Put the .5's into the places where they had already been rounded down, and will only round down after they've added them together. Also they'll be able to start with the feat for free.

On the subject of why they don't allow for say ... quarry damage on a basic attack. Ranger/rogue as stated above. Put it in a group with a warlord. If I hit sneak attack this turn, the warlord let's me get my quarry damage. If I hit quarry damage this turn, the warlord let's me get my sneak attack.

Losing the ability to do the damage on a charge (or with multiclass/dilletante powers) does kind of suck, but being able to double up with opportunity attacks or free attacks provided by other people is something they'd want to avoid.
 

Shaman - I let the shaman pick a spirit companion and it's shaman at-will had to be that companion's at-will power. Hybrid Talent unlocked the rest of the abilities of the companion spirit.

Sorcerer - Similarly, I gave Sorcerers their "Soul" feature and specified that they could only take hybrid talent to gain another feature from their spell source.

Barbarian - I did the same with Barbarian, but also gave him Rage Strike once per day so he could still use both of his rages in one encounter if he wants.

Warden - I did this one a bit differently. While I agree let them only mark one creature per round as free action, I also still let them have both at-wills they get as features. Since they're already limited to one free mark per round, there's no reason for them not to be able to take advantage of it like a paladin. It also makes hybrid into another defender role decent, since marking is generic.

Bard - Lesser healing and Multiclass versatility made sense here, even for hybridization. Then, you have your feats to take the multiclassing instead of having to give up an extra one for hybrid talent.

I disagree with "fixing" the classes. It's my belief that as a hybrid you're not as tough as a regular member of either class. Like multiclassing costs you feats, Hybrid costs you some hit points and features. But, that's just how I run it, since it keeps things like .5 out of D&D vocabulary (Nobody pass word of this on to Mark Rosewater over in Magic Land, or he'll suggest we make an Un-D&D for sure ;) )
 

A Beast ranger Hybrid with a Wildshape Druid would be a very fun one to play. Two angry and very intelligent bears flanking and tearing enemies to shreds.
 

On the subject of why they don't allow for say ... quarry damage on a basic attack. Ranger/rogue as stated above. Put it in a group with a warlord. If I hit sneak attack this turn, the warlord let's me get my quarry damage. If I hit quarry damage this turn, the warlord let's me get my sneak attack.

In my suggestion, I stated that only one [striker] feature could be used per round, so this wouldn't work. Worst case scenario:

1. I try to use an attack; I don't have combat advantage, so I'm trying to do quarry damage . . . but my attack misses, so I haven't used up my [striker] feature per round.

2. The warlord grants me an attack with combat advantage. Since I haven't used my [striker] feature, and now I have combat advantage, I'm attempting to add sneak attack on a hit.

You still don't get both. Once you've taken advantage of one feature, you can't take advantage of another one until your next turn.

~
 

Well you still get to deal extra striker damage twice in action point rounds (you can with a feat for rogue and hunter through MP though so it's not that great a gain).
 

In my suggestion, I stated that only one [striker] feature could be used per round, so this wouldn't work.

There are two main issues I see with that as a solution:

1) It works for the striker damage features from the PHB. What happens when the hybrid rules expand to cover other, newer strikers, that might not use such a flat damage bonus mechanic?

2) Would you also have it prevented from use when using fighter marks, which have a similar restriction in the hybrid rules? If not, then you can have a Fighter/Striker that can basically act like a perfect defender all day long while doing striker level damage - the exact thing we want to have the hybrid rules avoid creating.

There needs to be trade-offs. Right now, I'm a fan of the method they are using to restrict these class features, as it very well fulfills the ability to be a full striker or a full defender at any given time, but not both at once. It does limit the usefulness of basic attacks and some other tactics, but that seems a fair trade for the versatility gained.
 

Wait... with the Hybrid Talent feat, I can combine the fey pact boon with a melee class? Like the Barbarian? A teleporting melee combatant?

A teleporting melee combatant that can curse, and possibly rampage? EEP! I'm now envisioning a Barblock (Warbarian?) critting, killing, poofing, and rampaging on the unlucky fool he appears next to....

All while raging....
 

Here's a bit of feedback from the designers already over on the WotC boards, from this thread:

Hey everybody. I was wrapping up for the day but wanted to pop in and thank you all for the feedback on Hybrid characters that you've given so far.

For those that don't already know or may have forgotten, if you want to increase the amount of eyes looking over your feedback, write it up and send it to this email: dndinsider@wizards.com

We've received quite a few feedback emails concerning the Hybrid Characters and Stephen Schubert, lead developer for D&D, took some time to pen some answers. Below you'll find questions that have been taken and at times paraphrased from those submissions. Stephen's answers are quoted after each question. Here's what he had to say:

Should the Hybrid Talent feat have a note allowing you to take it multiple times, and should the feat allow you to take class features from multi-classes?
We are intentionally not allowing you to take this multiple times, and it should apply only to your two Hybrid classes, not to any multi-classed class.
Getting the weakest of the armor options when making a Hybrid Character seems... well... pretty weak. Are we understanding how this works correctly?

Right now, the armor proficiency is the “weaker” of the two classes – so the fighter ends up in Cloth (but likely has an Int bonus to offset some of the reduction). This is an element we’d like continual feedback on, especially in-game reports and experiences.

So my Paladin/Warlock is busted good. I'm not sure I completely understand how Divine Challenge works with the errata, but if I have it right - I just eyebite him from range and he has to blindly attack me or suffer my wrath. Is this intentional and if so, is this concept going to get pounded with the nerf hammer?
It (Divine Challenge) still has the restrictions of engaging – note that the new text only replaces the 2nd paragraph of divine challenge. The third paragraph is still in play and unchanged. A combo with eyebite might be compelling (as with eyebite you can fulfill the attack condition), but you’ll have to do more to convince me that it’s broken: A half-elf paladin can already do the eyebite trick, as could a paragon multiclasser.

Are you worried that these hybrid classes will make normal, single class options obsolete?
When confronted with many foes, a hybrid controller/striker is at a disadvantage because he can only use half of his encounter powers as a controller. The reverse is true when fighting a solo monster – all those area/close powers are less good than single-target encounter damage. The advantage of selecting the most appealing (for you) powers from two classes is the point of the system, and why you are giving up class features from your two classes. I disagree that a hybrid is better than a non-hybrid. A hybrid leader has half the healing of a single-class leader, hybrid strikers are more restricted in their power selection when they want to do more damage, defenders have more restrictions on marking and control, and all hybrids give up some class features. There are good combos out there, though, and we’d like to see the breadth of them (thus the playtest).

Cantrips as the Wizard's class features seems quite a bit weaker than the rest of the hybrid class features. What was the idea behind that?
Not all classes are created equal. The core of the wizard’s role is in his powers, not his class features, and we need to cut out enough of the class features that the character feels like hybridization isn’t just a no-brainer upgrade.

A Wizard/Swordmage isn't required to take Arcana, even though the single class versions of each must have it. What gives?

A swordmage/wizard can still take arcana – I’ll bring this up, but we’re trying to keep the options straightforward, and adding auto-trained skills or skill requirements could be deemed unnecessary clutter

There are some specific situations where the Swordmage Aegis (Hybrid) feature falls very short. For example, if something has a way to remove the mark, it looks like you don't get it back for the entire encounter. Could you fix that?

It needs a bit of fine-tuning. It’ll work as intended 95% of the time, but we can address that other 5%.

Hybrid Cleric's Healing Word does not improve at 16th level like the Warlords Inspiring word. Was this an oversight?

The warlord’s inspiring word should match the cleric’s healing word – one use per encounter, and no additional uses at 16th level.

So there you have it. Thanks to Stephen for squeezing this into his busy schedule and thanks to all of you who submitted your feedack!
 

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