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Multiclassing Feats & Powers
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<blockquote data-quote="theNater" data-source="post: 4339466" data-attributes="member: 62560"><p><span style="color: White"></span></p><p><span style="color: White">No problem. Good to see you again, I find this discussion quite invigorating.</span></p><p><span style="color: White"></span><p style="text-align: left"> </p><p><span style="color: White">Sure, that's one way. Another way is to keep the power swap feats and not allow characters to take powers from their second class when acquiring new powers.</span></p><p><span style="color: White"></span></p><p><span style="color: White">Page 27, right near the bottom. "At 13th, 17th, 23rd, and 27th levels, you can replace any encounter attack power you know from your class with a new one of your new level", so you can replace an encounter attack power from your class with a new encounter attack power from your class.</span></p><p><span style="color: White"></span></p><p><span style="color: White">The daily power rules on the next page are written a little differently, I assume to keep people from falling asleep while reading. However, I don't think it's too great a leap to assume that it works the same way, as the most generous reading allows characters to replace their dailies with dailies from any class.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Sure, heroic and paragon tier feats are mostly +1 and +2 bonuses, but the paragon feats are usually bonuses to more things(Back to the Wall, Combat Anticipation), or to more valuable things(defenses, speed, what have you). The epic tier feats that increase your critical chance are extremely powerful, as by epic tier a critical hit is generally providing three or four times your average damage.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">True.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">I'm with you there. But notice that the paragon tier feats that provide damage bonuses either provide +1 to several things(Back to the Wall), +2 in common situations(Blood Thirst, Light Blade Precision), or +3 under fairly rare conditions(Sly Hunter, Steady Shooter). At no point are a possible +1 to damage and a permanent +2 to a defense competing.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">You may house rule it if you wish, but doing so makes the Quick Draw feat slightly less valuable. Complaining that a feat is weak because you've changed the rules to make it weak is a bit unfair.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Note that both of your listed options give you one or the other, damage or shield bonus. The two weapon feats give you the damage of a two handed weapon <em>and</em> a (smaller) shield bonus.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">And if you are bound and determined, there are some ways. You can use an action point, attacking once with one weapon and once with the other. Or you can get some ranger powers that allow you to attack with each weapon as one action. But you can't get two attack actions every round with a single feat.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">For accuracy's sake, can we say that we disagree on which feats are <em>valuable</em> and which are not? Fast Runner inarguably has uses, our disagreement is on whether those uses have value.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Note that you do, however, get to choose the six feats that are most valuable to you out of a list of many more than six feats that all do <em>something.</em></span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Well, it all depends on how powerful a thing has to be to be special. Alertness isn't hugely powerful, but it does make characters with it different than characters without it, in its own little way.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Casters will know a max of 17 spells at any given time during their career. They will be leaving some 1st level spells by the wayside as they level up. Also, note that wizards, with their spellbooks, will know more spells than other casters.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">The thing that differentiated one fighter from another was less choice of weapon than choice of feats. Yes, fighters had three distinct weaponry categories: two-handed, one-handed and shield, or two-weapon, but within those categories the choice of weapon didn't matter much. It was the feats that controlled what a fighter could do. Now, powers do that.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Feats still do many of the things you mention, but to a lesser degree. They aren't as powerful or flexible as they used to be, but feats can still increase a spell's area(Resounding Thunder), damage(Burning Blizzard, Dark Fury, etc.) and durations(Spell Focus); they can still improve melee attacks(Combat Reflexes, Weapon Focus, any of the feats that improve specific weapons), improve a cleric's turn undead(Astral Fire) and help rogues with bonuses on sneak attacks(Backstabber).</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">However, the thing that makes one member of a class different from another member of the same class in 4th edition is more the choice of powers than the choice of feats. This is one of the major differences between 4th edition and 3rd edition.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Every opponent attacks one of your defenses. Most of the attacks I've noticed so far target your AC, and there is no feat that provides a permanent +2 bonus to AC. There will be fights where Great Fortitude does not help you. Even these are situational bonuses, they're just easy to track situational bonuses. Just because they are very helpful in the situation they are suited to doesn't mean they are better than every other feat.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Excellent. Looking forward to the news.</span></p><p><span style="color: White"></span></p><p><span style="color: White">I have no objection to a wizard wearing armor without spell failure. That option is, in fact, one of the things I like about 4th edition. I have an objection to a wizard having fighter hit points, because the hit points are one of the factors of class balance.</span></p><p><span style="color: White"></span></p><p><span style="color: White">Given that the number of powers a character knows changes over the course of their adventuring career, I balk at the idea of checking their relative power count every time they get a power. It seems like a very complicated fix to a fairly uncommon problem. How about instead we just leave a character's class features intact and limit how many powers they can get from another class? This way we can keep the changes that occur at level up to a reasonably minimal amount. It does have the down side that a character who wants to be a full-blown wizard at level 30 needs to be a wizard at level 1, but if he already knows that he wants to be a wizard, there's no reason for him to start as a fighter.</span></p></blockquote><p></p>
[QUOTE="theNater, post: 4339466, member: 62560"] [COLOR=White] No problem. Good to see you again, I find this discussion quite invigorating. [/COLOR][LEFT] [/LEFT] [COLOR=White]Sure, that's one way. Another way is to keep the power swap feats and not allow characters to take powers from their second class when acquiring new powers.[/COLOR] [COLOR=White] Page 27, right near the bottom. "At 13th, 17th, 23rd, and 27th levels, you can replace any encounter attack power you know from your class with a new one of your new level", so you can replace an encounter attack power from your class with a new encounter attack power from your class. The daily power rules on the next page are written a little differently, I assume to keep people from falling asleep while reading. However, I don't think it's too great a leap to assume that it works the same way, as the most generous reading allows characters to replace their dailies with dailies from any class.[/COLOR] [COLOR=#ffffff] Sure, heroic and paragon tier feats are mostly +1 and +2 bonuses, but the paragon feats are usually bonuses to more things(Back to the Wall, Combat Anticipation), or to more valuable things(defenses, speed, what have you). The epic tier feats that increase your critical chance are extremely powerful, as by epic tier a critical hit is generally providing three or four times your average damage.[/COLOR] [COLOR=#ffffff] True.[/COLOR] [COLOR=#ffffff] I'm with you there. But notice that the paragon tier feats that provide damage bonuses either provide +1 to several things(Back to the Wall), +2 in common situations(Blood Thirst, Light Blade Precision), or +3 under fairly rare conditions(Sly Hunter, Steady Shooter). At no point are a possible +1 to damage and a permanent +2 to a defense competing.[/COLOR] [COLOR=#ffffff] You may house rule it if you wish, but doing so makes the Quick Draw feat slightly less valuable. Complaining that a feat is weak because you've changed the rules to make it weak is a bit unfair.[/COLOR] [COLOR=#ffffff] Note that both of your listed options give you one or the other, damage or shield bonus. The two weapon feats give you the damage of a two handed weapon [I]and[/I] a (smaller) shield bonus.[/COLOR] [COLOR=#ffffff] And if you are bound and determined, there are some ways. You can use an action point, attacking once with one weapon and once with the other. Or you can get some ranger powers that allow you to attack with each weapon as one action. But you can't get two attack actions every round with a single feat.[/COLOR] [COLOR=#ffffff] For accuracy's sake, can we say that we disagree on which feats are [I]valuable[/I] and which are not? Fast Runner inarguably has uses, our disagreement is on whether those uses have value. Note that you do, however, get to choose the six feats that are most valuable to you out of a list of many more than six feats that all do [I]something.[/I][/COLOR] [COLOR=#ffffff] Well, it all depends on how powerful a thing has to be to be special. Alertness isn't hugely powerful, but it does make characters with it different than characters without it, in its own little way.[/COLOR] [COLOR=#ffffff] Casters will know a max of 17 spells at any given time during their career. They will be leaving some 1st level spells by the wayside as they level up. Also, note that wizards, with their spellbooks, will know more spells than other casters.[/COLOR] [COLOR=#ffffff] The thing that differentiated one fighter from another was less choice of weapon than choice of feats. Yes, fighters had three distinct weaponry categories: two-handed, one-handed and shield, or two-weapon, but within those categories the choice of weapon didn't matter much. It was the feats that controlled what a fighter could do. Now, powers do that. Feats still do many of the things you mention, but to a lesser degree. They aren't as powerful or flexible as they used to be, but feats can still increase a spell's area(Resounding Thunder), damage(Burning Blizzard, Dark Fury, etc.) and durations(Spell Focus); they can still improve melee attacks(Combat Reflexes, Weapon Focus, any of the feats that improve specific weapons), improve a cleric's turn undead(Astral Fire) and help rogues with bonuses on sneak attacks(Backstabber). However, the thing that makes one member of a class different from another member of the same class in 4th edition is more the choice of powers than the choice of feats. This is one of the major differences between 4th edition and 3rd edition.[/COLOR] [COLOR=#ffffff] Every opponent attacks one of your defenses. Most of the attacks I've noticed so far target your AC, and there is no feat that provides a permanent +2 bonus to AC. There will be fights where Great Fortitude does not help you. Even these are situational bonuses, they're just easy to track situational bonuses. Just because they are very helpful in the situation they are suited to doesn't mean they are better than every other feat.[/COLOR] [COLOR=#ffffff] Excellent. Looking forward to the news.[/COLOR] [COLOR=White] I have no objection to a wizard wearing armor without spell failure. That option is, in fact, one of the things I like about 4th edition. I have an objection to a wizard having fighter hit points, because the hit points are one of the factors of class balance. Given that the number of powers a character knows changes over the course of their adventuring career, I balk at the idea of checking their relative power count every time they get a power. It seems like a very complicated fix to a fairly uncommon problem. How about instead we just leave a character's class features intact and limit how many powers they can get from another class? This way we can keep the changes that occur at level up to a reasonably minimal amount. It does have the down side that a character who wants to be a full-blown wizard at level 30 needs to be a wizard at level 1, but if he already knows that he wants to be a wizard, there's no reason for him to start as a fighter.[/COLOR] [/QUOTE]
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