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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Love It or Leave It: 4E Multiclassing
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<blockquote data-quote="Plane Sailing" data-source="post: 4199514" data-attributes="member: 114"><p>Since I wrote the post you quoted I've ploughed through two thirds of the giant 'multiclassing' thread and there have been some very cogent arguments relating to powers being balanced in context, the potential gained in terms of access to class specific feats for other classes and so forth.</p><p></p><p>As a result, I step back from the concerns I expressed earlier.</p><p></p><p>The core issue at stake is probably just that this is a new way of doing multiclassing which will need a new mindset (in just the same way that 3e introduced a new way of doing multiclassing which needed a new mindset). In 3e it was impossible to duplicate the F/MU/T of earlier editions; nonetheless the possibilities which 3e opened up far exceeded the possibilities in the older editions.</p><p></p><p>I think that the same consideration will apply in 4e. You just can't duplicate some of the multiclassed characters which existed in 3e, but there will be a far greater number of possibilities in the long term with the 4e method. (the thread about Paragon Paths highlighted this for me - the fact that just in the core books with 30 paragon paths and 8 classes, multiclassing makes any paragon path open to any base class, giving hundreds of different 20th level characters in the long run*)</p><p></p><p>The other big unknown is to what extent feats may enable certain features to be made available - for example, if someone wanted a two-weapon fighting paladin... can that be done? We don't really know yet.</p><p></p><p></p><p>* e.g. it may be that for each paragon path there is one class which can enter it directly, plus 7 ways in which that base class can be multiclassed, plus 7 base classes which could be multiclassed with the 'normal' base class, giving about 15 combinations for each paragon path. If the pattern follows, then 30 paragon paths could give 450 class combinations at 20th level.</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4199514, member: 114"] Since I wrote the post you quoted I've ploughed through two thirds of the giant 'multiclassing' thread and there have been some very cogent arguments relating to powers being balanced in context, the potential gained in terms of access to class specific feats for other classes and so forth. As a result, I step back from the concerns I expressed earlier. The core issue at stake is probably just that this is a new way of doing multiclassing which will need a new mindset (in just the same way that 3e introduced a new way of doing multiclassing which needed a new mindset). In 3e it was impossible to duplicate the F/MU/T of earlier editions; nonetheless the possibilities which 3e opened up far exceeded the possibilities in the older editions. I think that the same consideration will apply in 4e. You just can't duplicate some of the multiclassed characters which existed in 3e, but there will be a far greater number of possibilities in the long term with the 4e method. (the thread about Paragon Paths highlighted this for me - the fact that just in the core books with 30 paragon paths and 8 classes, multiclassing makes any paragon path open to any base class, giving hundreds of different 20th level characters in the long run*) The other big unknown is to what extent feats may enable certain features to be made available - for example, if someone wanted a two-weapon fighting paladin... can that be done? We don't really know yet. * e.g. it may be that for each paragon path there is one class which can enter it directly, plus 7 ways in which that base class can be multiclassed, plus 7 base classes which could be multiclassed with the 'normal' base class, giving about 15 combinations for each paragon path. If the pattern follows, then 30 paragon paths could give 450 class combinations at 20th level. [/QUOTE]
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