Multiclassing via Feats. Thoughts?

If multi-classing is limited by feats and you only get feats every other level (for the sake of argument), then it stands to reason that you're effectively one level behind in your second class by third level (since you can multi-class at first). That maybe a way to balance out the progression, by giving you a slightly weaker power(s).
 

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KidSnide said:
Why do you think that it got canned?

I was thinking it got canned because I thoought it would be just take a feat get an ability. With Mike's post, I'm apparently wrong so I'll just wait for the new article.
 

Scholar & Brutalman said:
It is listed on the character sheet as a "Feat Power." It's an odd power, since it's a free action, but it clearly is a power learned via a feat.
But... not in the sense that it sounds like you're saying.

Before you take Power of Amanautor, you have a per encounter ability called Channel Divinity. It can be used to do a couple of different things, but the power Channel Divinity can only be used once per encounter.

After you take Power of Amanautor, you still have a per encounter ability called Channel Divinity. It can still be used only once per encounter. But now the selection of things you can use it to do has increased by one.

The reason that arscott thinks this is a big difference from "a power learned via a feat" is because you didn't get more per encounter abilities than you had before. It doesn't change the power curve directly. Instead, it adds versatility.
 


I think that going this route is definately a major improvement over any previous iteration of multi-classing I have encountered. I mean lets be honest multi-classing was about 1 of 2 things. It was either a way to min max your statistics to powergame and had no other purpose, or it was a way to get that one defining power or feature you didn't get in your own class.

The major improvement I think comes from the sheer variety of characters you can create now. This is the major reason why the whole arguement of I want to be swashbuckler rogue and a rogue can't do that because he has to take the skill thievery falls flat on its arse. I mean you don't want to be a swashbuckler who steals your a warrior who has taken some rogue talents. You want to be a swank swindler who can stand his own and is tough as nails you be a rogue with some warrior talents.

This to me sounds like a possible lego set of epic porportions for character design.
 

The only thing I'm worried about is that the lure of multiclassing is too strong.

For example, what other feat could compare to a fighter gaining the hunter's quarry ability, effectively granting him +1d6 damage to all his attacks?

But its not a strong worry, I'm sure the system is a bit more complicated than I think and takes care of the balance issues.
 

From the hints we've been given, Stalker0, my best guess is that it's handled by a feat tree. Methinks Hunter's Quarry, Sneak Attack, Warlock's Curse and other such abilities will be rather high up that tree (and, you could make a table out of it, if you really wanted to). Or maybe even only available as a Paragon Path.

Even so, I'm waiting eagerly for the multiclass excerpt, they've pulled a few blinders on me in the last week or two.

Even so, there seems to me to be alot of feats I seriously want my character to have that just won't be possible if I spend them multiclassing. Re-rolling inititive is useful for everyone. Skill Training will be VERY hard to resist for me.

What does concern me is other things like hit points. A wizard taking defender options is ok on its own, but wizards just don't get the hp to be effective up close and personal going toe-to-toe, even with a fighter next to him it's gonna be rough. Sure, you can grab the new Toughness feat, but that'll only go so far. Methinks Gish builds are going to need high Con this edition.

Hmmm... or multiclass to Paladin to yoink that at-will that lets you heal when you hit people...
 

I intend to use multiclassing (or whatever we're calling it, I'm not sure that's the best word anymore) not to create complete hybrids, but rather to create characters who dip a bit into another class' space.

For example, rather than a fighter/wizard who fights and wizards in equal amounts, I'd go for a fighter who happens to have one good wizard spell that provides versatility in an area fighters usually lack. Like perhaps one good ranged spell to go with a character that is primarily a two handed weapon based fighter with no particular aptitude for ranged combat.

For wizards, I'd do the opposite. They usually suck at melee. So I'd consider making a wizard who's multiclassed such that he has one good melee trick for emergencies. Maybe something that can stun an enemy while he retreats, perhaps.
 

I am wanting to when PHB2 comes out to multi-class a Barbarian with parts of a Sorcerer. I am imagining/hoping of beings able to combine the "barely controllable magic" and "residual magic" of the Sorcerer with the up-close and nasty Rage powers of the Barbarian.
 

I get the impression it's a little like how Rolemaster handled it. You only ever play the one class, but you can borrow powers and skills from other classes to take your particular character a little off-road, so to speak. So there won't be fighter/wizards or cleric/rangers, but there will be fighters with some wizard tricks, and clerics with some ranger tricks, and neither of them will be the same as wizards with fighter tricks or rangers with cleric tricks.

So, based on the GTS scoop, it looks like you'll have to decide when converting a 3e multiclassed character over just how much he was class A and how much he was class B. Settle on one or the other, and then use the 4e rules to poach appropriate elements of the other class using feats (or whatever the method ends up being).

Think about it this way, too - so much of your character's baseline ability is purely level and ability score dependent. What does a class give you? Class skills to pick your trained skill from, and access to weapons and/or armor, and the powers. Mike Mearls has said that the game could, with a bit of work, become almost class-less, and I'm pretty sure that this would be the key to it. Single progression spiced up by choices each level of a power or a feat or something else. True20-flavored 4e?

Cheers,
Cam
 

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