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<blockquote data-quote="WalterKovacs" data-source="post: 4743829" data-attributes="member: 63763"><p>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, <em>technically</em> 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.</p><p> </p><p>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). </p><p> </p><p>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).</p><p> </p><p>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 <em>about</em> 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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4743829, member: 63763"] 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, [i]technically[/i] 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 [i]about[/i] 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. [/QUOTE]
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