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<blockquote data-quote="theNater" data-source="post: 4329844" data-attributes="member: 62560"><p>I understand. I find that it helps me to have a copy of the PHB on hand while posting, and confirming any claims I'm going to make. Not only does it keep me accurate, but flipping through the PHB relaxes me, so I'm less likely to post upset.</p><p></p><p>If he can pick up spells from other wizards, what's to keep him from ending up knowing every spell from the wizard spell list? There needs to be some limiting factor.</p><p></p><p>Again, a limiting factor is necessary. If the wizard is able to replace all of his wizard powers with fighter powers, without picking up armor and weapon proficiencies, you end up with a fighter in cloth armor wielding a dagger. This is a sufficiently weak build that an inability to do it is good design, not bad design.</p><p></p><p>Can you point me to the page? Maybe quote it?</p><p></p><p>For the same reason +3 swords aren't generally available at 1st level. It's just <em>too</em> good.</p><p></p><p>And my point was there are 3 useful feats available from this collection, rather than 1.</p><p></p><p>I'd highly recommend you read those. Most notably, on page 290, "You can take only one opportunity action during another combatant's turn, but you can take any number during a round." The upshot is that you can take an opportunity attack against each enemy, but not multiple opportunity attacks against one enemy. Also note that Combat Reflexes provides a +1 to hit, rather than a +1 to damage.</p><p></p><p>How are you dealing 2[W]+str normally? I haven't seen a 4th edition feat that allows that.</p><p></p><p>That's what the cleric is for in 4th edition as well, but sometimes(in both editions) the cleric can't get to you. He may be out of healing, or busy healing another character, or too far away to heal you, in which case a potion can be a lifesaver.</p><p></p><p>Neither the section on opportunity attacks(page 290) nor the section on potions(page 255) suggests that drinking a potion provokes opportunity attacks.</p><p></p><p>Using a two-handed weapon doesn't increase the strength bonus you can apply to your damage. A two-handed weapon generally provides an average damage increase of one point over a comparable one-handed weapon, so it is about the same as the Two-Weapon Fighting bonus. And the Two-Weapon Defense feat gives the same bonuses as a light shield, so it's kind of a compromise between shield and two-handed weapon.</p><p></p><p>Also note that you can attack with the second weapon. You just can't attack with both weapons as one action unless you have powers that allow it.</p><p></p><p>Oh, I wouldn't recommend it without consulting the party first. But given that many ranged attacks can be fired further than even the improved charge range(so the enemy archers might still shoot your wizard), the cleric has access to ranged healing(so he can heal you while catching up to you), and that there are very few enemies who can drop the fighter in two hits, there a number of situations where this is a good tactic.</p><p></p><p>I understand that that was the point, but it fails to make that point. Even if there are only 6 acceptable options after all of your trimming, you have trimmed out the racial feats. Every race has at least one racial feat, so there are at least a few choices you need to make.</p><p></p><p>Most characters with 3rd edition's Weapon Focus only used the weapons they were focused in, essentially receiving a +1 bonus to all attacks. In 4th edition, there is no limit to the opportunity attacks you can make per round, there is no penalty for shooting into melee combat, and Distant Shot lets you ignore distance penalties on ranged attacks.</p><p></p><p>In 4th edition, the special, extraordinary things a character can do are powers, not feats. Feats are something different than they used to be. Expecting them to be what they used to be is what is not a fair way to analyze what they are now.</p><p></p><p>Are you talking about 3rd edition feats, or 4th edition feats? 4th edition feats are small bonuses that will only make the vital difference in really close combats, while powers are the things that turn most battles.</p><p></p><p>That's not in the table. It's in the full rules on leveling up, starting on page 27. Particularly "Refer to your class description in Chapter 4 for a full listing of the powers available to you." Note that that's your class, not your second class, and that the class-specific multiclassing feats qualify you for feats and paragon paths, not powers.</p><p></p><p>The channel divinity feats do not have cleric as a prerequisite. They have the channel divinity class ability as a prerequisite.</p><p></p><p>You know very well that a character who multiclasses into ranger counts as a ranger for the purposes of selecting paragon paths. The fact that it is unhelpful doesn't make it untrue.</p><p></p><p>How many spells do you want a fighter to have? Even the 7 out of 17 count has the fighter/wizard being over 40% wizard. The fighter/wizard certainly shouldn't be able to become 75% wizard, as that would wreak havoc with game balance.</p><p></p><p>Every character has a list of tricks, each of which can only be performed once. Every character's list is roughly the size of every other character's list. By having fighter tricks and wizard tricks on his list, the fighter/wizard is useful in more situations than the single-classed fighter or the single-classed wizard. That's increased flexibility.</p><p></p><p>Being able to do more tricks or do them more often than other characters would be increased power, and would make multiclassing a requirement instead of an option.</p></blockquote><p></p>
[QUOTE="theNater, post: 4329844, member: 62560"] I understand. I find that it helps me to have a copy of the PHB on hand while posting, and confirming any claims I'm going to make. Not only does it keep me accurate, but flipping through the PHB relaxes me, so I'm less likely to post upset. If he can pick up spells from other wizards, what's to keep him from ending up knowing every spell from the wizard spell list? There needs to be some limiting factor. Again, a limiting factor is necessary. If the wizard is able to replace all of his wizard powers with fighter powers, without picking up armor and weapon proficiencies, you end up with a fighter in cloth armor wielding a dagger. This is a sufficiently weak build that an inability to do it is good design, not bad design. Can you point me to the page? Maybe quote it? For the same reason +3 swords aren't generally available at 1st level. It's just [i]too[/i] good. And my point was there are 3 useful feats available from this collection, rather than 1. I'd highly recommend you read those. Most notably, on page 290, "You can take only one opportunity action during another combatant's turn, but you can take any number during a round." The upshot is that you can take an opportunity attack against each enemy, but not multiple opportunity attacks against one enemy. Also note that Combat Reflexes provides a +1 to hit, rather than a +1 to damage. How are you dealing 2[W]+str normally? I haven't seen a 4th edition feat that allows that. That's what the cleric is for in 4th edition as well, but sometimes(in both editions) the cleric can't get to you. He may be out of healing, or busy healing another character, or too far away to heal you, in which case a potion can be a lifesaver. Neither the section on opportunity attacks(page 290) nor the section on potions(page 255) suggests that drinking a potion provokes opportunity attacks. Using a two-handed weapon doesn't increase the strength bonus you can apply to your damage. A two-handed weapon generally provides an average damage increase of one point over a comparable one-handed weapon, so it is about the same as the Two-Weapon Fighting bonus. And the Two-Weapon Defense feat gives the same bonuses as a light shield, so it's kind of a compromise between shield and two-handed weapon. Also note that you can attack with the second weapon. You just can't attack with both weapons as one action unless you have powers that allow it. Oh, I wouldn't recommend it without consulting the party first. But given that many ranged attacks can be fired further than even the improved charge range(so the enemy archers might still shoot your wizard), the cleric has access to ranged healing(so he can heal you while catching up to you), and that there are very few enemies who can drop the fighter in two hits, there a number of situations where this is a good tactic. I understand that that was the point, but it fails to make that point. Even if there are only 6 acceptable options after all of your trimming, you have trimmed out the racial feats. Every race has at least one racial feat, so there are at least a few choices you need to make. Most characters with 3rd edition's Weapon Focus only used the weapons they were focused in, essentially receiving a +1 bonus to all attacks. In 4th edition, there is no limit to the opportunity attacks you can make per round, there is no penalty for shooting into melee combat, and Distant Shot lets you ignore distance penalties on ranged attacks. In 4th edition, the special, extraordinary things a character can do are powers, not feats. Feats are something different than they used to be. Expecting them to be what they used to be is what is not a fair way to analyze what they are now. Are you talking about 3rd edition feats, or 4th edition feats? 4th edition feats are small bonuses that will only make the vital difference in really close combats, while powers are the things that turn most battles. That's not in the table. It's in the full rules on leveling up, starting on page 27. Particularly "Refer to your class description in Chapter 4 for a full listing of the powers available to you." Note that that's your class, not your second class, and that the class-specific multiclassing feats qualify you for feats and paragon paths, not powers. The channel divinity feats do not have cleric as a prerequisite. They have the channel divinity class ability as a prerequisite. You know very well that a character who multiclasses into ranger counts as a ranger for the purposes of selecting paragon paths. The fact that it is unhelpful doesn't make it untrue. How many spells do you want a fighter to have? Even the 7 out of 17 count has the fighter/wizard being over 40% wizard. The fighter/wizard certainly shouldn't be able to become 75% wizard, as that would wreak havoc with game balance. Every character has a list of tricks, each of which can only be performed once. Every character's list is roughly the size of every other character's list. By having fighter tricks and wizard tricks on his list, the fighter/wizard is useful in more situations than the single-classed fighter or the single-classed wizard. That's increased flexibility. Being able to do more tricks or do them more often than other characters would be increased power, and would make multiclassing a requirement instead of an option. [/QUOTE]
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