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Multi Class Paragon Paths
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<blockquote data-quote="Destil" data-source="post: 4297897" data-attributes="member: 1980"><p>I may revise these again to shift the powers back to the correct levels. Either way is annoying: there's no level 20 class daily attack powers, but at the same time I've put some effort into keeping these as comparable as possible.</p><p></p><p>Another point is my initial eye-ball balance meeter is always set low, I find it's easier to spot underpowered stuff than overpowered myself. And better to playtest and say "This needs more" than "This needs less".</p><p></p><p>What these really need, of course, is some playtesting. I don't really have the time or players, unfortunately (no group I'm in plays their main game often enough to devote time to some playtesting). Sample PCs build both ways for mathematical comparison could work too.</p><p></p><p>The biggest goal here is to get the class enabling features down to 'at will' and pick up a at-will power. Those are the two points I'm most interested in. Choosing the right enabler is a bit of a challenge in some cases.</p><p></p><p>Cleric - Healing Word. Easy to find, a little harder to choose. Still needs some work, since this goes to 3 uses / encounter at 16th for a cleric my version is a bit... messy.</p><p></p><p>Fighter - Marking and Stickyness. Marking is easy as the warpriest is a central benchmark of this design. Determining just how sticky a non-fighter can be is harder.</p><p></p><p>Paladin - Marking, healing. I'm really happy with this one, except for the bug that his challenge gets <em>worse</em> at 12. I think I will re-arrange these back to the default paragon progression, just to fix that.</p><p></p><p>Ranger - Hunter's Quarry. Easy to find, easy to put in... but that same bug is back. The action point power is a little wonky (melee rangers get prime shot too).. but I don't really think that's a problem.</p><p></p><p>Rogue - Sneak attack. Yeah, this is just buggy design. I'm rearranging these as soon as I have a chance. Rogue also makes me happy, and I'd guess is among the most powerful of these.</p><p></p><p>Warlock - Curse. Because the arcane progressions are weird, anyway, this one is at least bug free.</p><p></p><p>Warlord - Needs the same wording as the rogue to let multiclass warlords choose a path and get the 'rider' bonuses to powers. His action point power looks good to me now.</p><p></p><p>Wizard - Wizards are more defined by their spells than other classes. The huge toolbox is big a part of it, though. I think this one is pretty good too, but it needs some feat support (use a weapon as an impalement).</p></blockquote><p></p>
[QUOTE="Destil, post: 4297897, member: 1980"] I may revise these again to shift the powers back to the correct levels. Either way is annoying: there's no level 20 class daily attack powers, but at the same time I've put some effort into keeping these as comparable as possible. Another point is my initial eye-ball balance meeter is always set low, I find it's easier to spot underpowered stuff than overpowered myself. And better to playtest and say "This needs more" than "This needs less". What these really need, of course, is some playtesting. I don't really have the time or players, unfortunately (no group I'm in plays their main game often enough to devote time to some playtesting). Sample PCs build both ways for mathematical comparison could work too. The biggest goal here is to get the class enabling features down to 'at will' and pick up a at-will power. Those are the two points I'm most interested in. Choosing the right enabler is a bit of a challenge in some cases. Cleric - Healing Word. Easy to find, a little harder to choose. Still needs some work, since this goes to 3 uses / encounter at 16th for a cleric my version is a bit... messy. Fighter - Marking and Stickyness. Marking is easy as the warpriest is a central benchmark of this design. Determining just how sticky a non-fighter can be is harder. Paladin - Marking, healing. I'm really happy with this one, except for the bug that his challenge gets [i]worse[/i] at 12. I think I will re-arrange these back to the default paragon progression, just to fix that. Ranger - Hunter's Quarry. Easy to find, easy to put in... but that same bug is back. The action point power is a little wonky (melee rangers get prime shot too).. but I don't really think that's a problem. Rogue - Sneak attack. Yeah, this is just buggy design. I'm rearranging these as soon as I have a chance. Rogue also makes me happy, and I'd guess is among the most powerful of these. Warlock - Curse. Because the arcane progressions are weird, anyway, this one is at least bug free. Warlord - Needs the same wording as the rogue to let multiclass warlords choose a path and get the 'rider' bonuses to powers. His action point power looks good to me now. Wizard - Wizards are more defined by their spells than other classes. The huge toolbox is big a part of it, though. I think this one is pretty good too, but it needs some feat support (use a weapon as an impalement). [/QUOTE]
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