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<blockquote data-quote="Cadfan" data-source="post: 4284271" data-attributes="member: 40961"><p>I voted "extremely satisfied." I think that the multiclass rules are so great that in a few years you won't be using them.</p><p></p><p>What I mean by this is:</p><p></p><p>There are three ways I see to "multiclass." Note that I am putting multiclass in scare quotes because to me multiclassing isn't "getting stuff from another class," its "mixing themes and ways of fighting from multiple classes."</p><p></p><p>1. Multiclass feat, plus power swap feats. This works great for cherry picking, and as a dedicated cherry picker, I'm fine with it.</p><p></p><p>2. Skip your paragon path and take a specialization in another class. This is your catchall. It covers every possible combination, and provides a framework of rules for people to use if they can't achieve their character design goals in any other way. As a last-ditch option, it isn't bad. But the REAL multiclassing, I predict, is in method three, below.</p><p></p><p>3. Paragon Paths. From your class, or from other classes. There is SO MUCH DESIGN SPACE HERE. They could EASILY replace multiclassing. Very easily. And they could do so in three ways. So time for more numbering!</p><p></p><p>3a. You can take a multiclass feat, then select a paragon path from another class. If your cleric was going to give up his paragon path in order to take fighter powers, why not consider just taking a fighter paragon path, like Kensai?</p><p></p><p>3b. Paragon paths can be designed that push characters ever so slightly towards specializations from other classes. For example, a Fighter paragon path could be designed that makes your character a bit better at mobility and killing enemies who grant you combat advantage. It could still use strength based powers, but be focused on slightly more striker-ish behavior than a stereotypical Fighter. Essentially, paragon paths focus you a bit on one aspect of your character. If that aspect overlaps with another class, focusing on it is much like multiclassing. This is a sort of "soft" multiclassing that most people won't call multiclassing, but it can accomplish a lot of the things that are desired by the sorts of people who used to do things like create Fighter/Rogues.</p><p></p><p>3c. Full class-combination paragon paths can be created. Imagine a paragon path for a rogue that requires training in Arcana for entry. The paragon path then provides a host of magic powers related to roguery. This provides a more seamless multiclass of rogue and wizard than we might otherwise have. I expect this to be big. This is the design technique that I think will devour multiclassing in the long term.</p><p></p><p>I can't guarantee that the game design will go in this direction, but I'm pretty confident it will. I can see the shape of the design space, so I've got a fair idea what's going to fill it. The 3c choice is almost inevitable- designers will create paragon path multiclass characters, look at them and decide that they could design something more elegant, realize that there's no reason NOT to do so, and soon we'll see a couple pages of these in the back of each splatbook.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4284271, member: 40961"] I voted "extremely satisfied." I think that the multiclass rules are so great that in a few years you won't be using them. What I mean by this is: There are three ways I see to "multiclass." Note that I am putting multiclass in scare quotes because to me multiclassing isn't "getting stuff from another class," its "mixing themes and ways of fighting from multiple classes." 1. Multiclass feat, plus power swap feats. This works great for cherry picking, and as a dedicated cherry picker, I'm fine with it. 2. Skip your paragon path and take a specialization in another class. This is your catchall. It covers every possible combination, and provides a framework of rules for people to use if they can't achieve their character design goals in any other way. As a last-ditch option, it isn't bad. But the REAL multiclassing, I predict, is in method three, below. 3. Paragon Paths. From your class, or from other classes. There is SO MUCH DESIGN SPACE HERE. They could EASILY replace multiclassing. Very easily. And they could do so in three ways. So time for more numbering! 3a. You can take a multiclass feat, then select a paragon path from another class. If your cleric was going to give up his paragon path in order to take fighter powers, why not consider just taking a fighter paragon path, like Kensai? 3b. Paragon paths can be designed that push characters ever so slightly towards specializations from other classes. For example, a Fighter paragon path could be designed that makes your character a bit better at mobility and killing enemies who grant you combat advantage. It could still use strength based powers, but be focused on slightly more striker-ish behavior than a stereotypical Fighter. Essentially, paragon paths focus you a bit on one aspect of your character. If that aspect overlaps with another class, focusing on it is much like multiclassing. This is a sort of "soft" multiclassing that most people won't call multiclassing, but it can accomplish a lot of the things that are desired by the sorts of people who used to do things like create Fighter/Rogues. 3c. Full class-combination paragon paths can be created. Imagine a paragon path for a rogue that requires training in Arcana for entry. The paragon path then provides a host of magic powers related to roguery. This provides a more seamless multiclass of rogue and wizard than we might otherwise have. I expect this to be big. This is the design technique that I think will devour multiclassing in the long term. I can't guarantee that the game design will go in this direction, but I'm pretty confident it will. I can see the shape of the design space, so I've got a fair idea what's going to fill it. The 3c choice is almost inevitable- designers will create paragon path multiclass characters, look at them and decide that they could design something more elegant, realize that there's no reason NOT to do so, and soon we'll see a couple pages of these in the back of each splatbook. [/QUOTE]
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