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General Tabletop Discussion
*Pathfinder & Starfinder
Multiclass Feat Weirdness?
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<blockquote data-quote="Dormain1" data-source="post: 4289164" data-attributes="member: 61912"><p>I wonder if people could post some of the previous versions of MC rules they playtested</p><p></p><p>the way it looks to me is that they found the initate feat too powerful if it granted 1 @will as an encounter and the other class abilities so they nurfed it </p><p></p><p>lets look at them one by one</p><p></p><p>fighter init +1 1 rd/encounter and mark and a skill</p><p></p><p>cleric init healing word 1/day a set skill and implement</p><p></p><p>paladin init div challenge 1/encounter and a skill and implement</p><p></p><p>ranger init hunter quarry 1rd/encounder and a skill</p><p></p><p>rogue sneak attack 1rd/encounter and a set skill</p><p></p><p>warlord inpire word 1/day and a skill</p><p></p><p>wizard 1@will as an encounter and a set skill and a implement</p><p></p><p>each one as a feat is powerful, skill training and a power but it is not mutliclassing</p><p></p><p>the powers are rather weak when you look at them ie the fighter one is not worth it IMO, the cleric one is not bad but what if you don't want that ability</p><p></p><p>I think the problem is that people cannot choose their own power but if WotC did it any other way it may become unbalance</p><p></p><p>It probably should have been grant 1 skill from class list, and shift all class features gained one over ie @wills become encounter, encounter become daily's etc <u>AND</u> only accessable at first level</p><p></p><p>that makes the feat really powerful sure but being only able to take it at first balances it somewhat even take out the bonus skill</p><p></p><p>some people will think its the way to go to optimise but all it does is give some versitility</p><p></p><p>I don't have a problem with the other MC feats just the initiate feat</p></blockquote><p></p>
[QUOTE="Dormain1, post: 4289164, member: 61912"] I wonder if people could post some of the previous versions of MC rules they playtested the way it looks to me is that they found the initate feat too powerful if it granted 1 @will as an encounter and the other class abilities so they nurfed it lets look at them one by one fighter init +1 1 rd/encounter and mark and a skill cleric init healing word 1/day a set skill and implement paladin init div challenge 1/encounter and a skill and implement ranger init hunter quarry 1rd/encounder and a skill rogue sneak attack 1rd/encounter and a set skill warlord inpire word 1/day and a skill wizard 1@will as an encounter and a set skill and a implement each one as a feat is powerful, skill training and a power but it is not mutliclassing the powers are rather weak when you look at them ie the fighter one is not worth it IMO, the cleric one is not bad but what if you don't want that ability I think the problem is that people cannot choose their own power but if WotC did it any other way it may become unbalance It probably should have been grant 1 skill from class list, and shift all class features gained one over ie @wills become encounter, encounter become daily's etc [U]AND[/U] only accessable at first level that makes the feat really powerful sure but being only able to take it at first balances it somewhat even take out the bonus skill some people will think its the way to go to optimise but all it does is give some versitility I don't have a problem with the other MC feats just the initiate feat [/QUOTE]
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