Multiclassing via Feats. Thoughts?

I'm optimistic about this. It always sorta bugged me that multiclass characters were so over-nerfed in the old editions. I mean, multiclassing comes with the in-built disadvantage that while you're diversifying, you're not going to be as good as a character who concentrates in a single specialty. Adding xp penalties or level caps is sorta like kicking 'em when they're down.

I like the idea that I'll be able to create a 1st level multiclass character, hopefully without killing my effectiveness too much. Of course, on the other side of the coin, there are many uses for powers outside of a class that could enhance your core class. Rogue with Eyebite, anyone?
 

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Charwoman Gene said:
No one listen to Charwoman Gene. Charwoman Gene decide to start using other speech patterns.

:1: Mike Mearls told me not three weeks ago that each class has a table the tells you "you get this much stuff for multiclassing this much into this class".

:2: This was after the PH printing.

:3: Feats are the entry points and "cost" for multi classing. *speculation*

That's my speculation as well, that more feats you buy the deeper you progress into the multiclass table

:4: When you gain a class power you can choose from your main class or any classes you have a feat in.

Has this been confirmed? We know that at least one feat - Power of Amaunator - gives a character an extra feat, so I thought it was possible that the multiclassing feats did as well.
 

Charwoman Gene said:
:1: Mike Mearls told me not three weeks ago that each class has a table the tells you "you get this much stuff for multiclassing this much into this class".


Not to let the cat out of the bag, but I meant to make an analogy with the table thing. There isn't a table, per se, but you could easily construct one from the rules components (whatever those may be...) and use that as a guide.
 


Scholar & Brutalman said:
That's my speculation as well, that more feats you buy the deeper you progress into the multiclass table



Has this been confirmed? We know that at least one feat - Power of Amaunator - gives a character an extra feat, so I thought it was possible that the multiclassing feats did as well.
Power of Amaunator doesn't give you an extra power. It's more like a divine feat from 3e--that is, it lets the cleric use his turn undead attempt (an encounter power in 4e) to do something besides turning undead (in this case, do extra damage with a radiant power).
 


I get the feeling that multiclassing is limited by Tier, so that there's only so far you can stray from your original class before you advance further. In addition, I'd bet that at first level at least, you don't get to add powers but instead replace some of your current ones. My idea is that you gain access to the class's tactics, builds, what have you (like brutal scoundrel and artful dodger), weapon proficiencies and may replace an at-will and/or encounter power of yours with one from the new class.
 

I think this is a very interesting concept for multiclassing. I liked 2nd edition multiclassing, except for the fact that it could create overpowered combinations and it was limited to demi- humans.

I think 3e multiclassing was a great concept to start out with and when it comes to non-spellcasters I think it's a very good way to do it. The drawback was that fighter/mages was very hard to do.

This way, it seems like a fighter/wizard is doable. If you can take some crowd control spells or something like mirror image/invisibility, you can get a fighter with a distinct wizard feeling.
 

As stated by [WotC]Miko, taking those feats may allow your character to qualify for a paragon path of the secondary class.
 

TheLordWinter said:
I get the feeling that multiclassing is limited by Tier, so that there's only so far you can stray from your original class before you advance further. In addition, I'd bet that at first level at least, you don't get to add powers but instead replace some of your current ones. My idea is that you gain access to the class's tactics, builds, what have you (like brutal scoundrel and artful dodger), weapon proficiencies and may replace an at-will and/or encounter power of yours with one from the new class.


Yeah, I think you take the other class' powers instead of one of your own. Getting them in addition is crazy good, and throws off the progression chart in the 'tiers of play' article. A free power would give you 33-25% more power each encounter.

Though it may be like the half-elf warlock sample character you get an at will as an encounter power. Iffy on that, to be honest, but there are things that could be useful. Scorching blast would allow you to clear out minions and not worry about having a controller.
 

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