Possible Multiclass House Rule

Khaalis

Adventurer
Coming in late on this discussion, but I've been spending some time going over the multiclassing rules and reading up on various discussions here and at the WotC boards, and I too have came up agreeing that the current MC rules are broken as designed and are NOT fulfilling the design goals as stated. With that said, just to throw a log on the fire, here is what I've come up with as a possible alternative, inspired by a variety of other posts.

This system proposal takes the basics of multiclassing and tries to make it more flexible. It reduces the basic multiclass feats into one feat listing and converts Paragon Multiclassing back into the core concept that multiclassing was meant to be achieved by feats. Having to give up a paragon path to multiclass goes against the original core design concepts as laid out by WotC.

Cost: A full multiclass PC requires the use of 8 feats of the 12 available feat slots by 20th level. This allows for more flexibility in multiclassing combinations and should correct some of the glaring issues with multiclassing.

This version does involve a slight creep in power as you technically gain:
• A bonus trained skill
• A limited class feature from the new class


MULTICLASS TRAINING
Prerequisites: A minimum 13 in an ability score used for at least one attack power of the chosen class.
Benefit: Choose a class other than your own. You gain skill training in one skill from your multiclass’ skill list.
You also gain the following class related benefit based on your multiclass training.
  • Cleric - You gain the cleric’s Healing Word class feature. Additionally, you can use a holy symbol as an implement when using cleric powers or a cleric paragon path power.

  • Fighter - You gain armor proficiency in the next highest armor and shield from that which you already have proficiency. (e.g. If you are already proficient in cloth, leather and hide armor (no shields), you would gain proficiency in chainmail armor and light shield.)

  • Paladin - You gain the paladin’s Lay on Hands class feature. You can use a holy symbol or a holy avenger as an implement when using a paladin power or a paladin paragon path power.

  • Ranger - You gain proficiency in simple and military ranged weapons.

  • Rogue - You gain the rogue’s Sneak Attack class feature.

  • Warlock - You gain the warlock’s Warlock’s Curse class feature. Additionally, you can use a rod, a wand, or a pact blade as an implement when using a warlock power or a warlock paragon path power.

  • Warlord - You gain the warlord’s Commanding Presence class feature.

  • Wizard - You gain the wizard’s Cantrips class feature. Additionally, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.
Special: You are considered a member of that class for the purposed of meeting prerequisites, for taking feats, and for qualifying for paragon paths. Furthermore, you are considered to have all the class features of that class for the purposes of meeting prerequisites, but you do not benefit from these features beyond meeting prerequisites.
If a class dictates a choice between two or more features, you must choose which feature you have, for the purpose of meeting prerequisites.
These choices are:
  • Cleric – must choose a specific faith to devote themselves to as per the “Clerics and Deities” section of the cleric class description.
  • Paladin - must choose a specific faith to devote themselves to as per the “Paladins and Deities” section of the paladin class description.
  • Ranger – must choose a fighting style (archer or two-blade) as per the “Fighting Style” section of the ranger class description.
  • Rogue – must choose a rogue tactic (artful dodger or brutal scoundrel) as per the “Rogue Tactics” section of the rogue class description.
  • Warlock – must choose an eldritch pact (fey, infernal, star, etc.) as per the “Eldritch Pact” section of the warlock class description.
  • Warlord – must choose a commanding presence (inspiring or tactical) as per the “Commanding Presence” section of the warlord class description.
If a feat, power, paragon path feature, or paragon path power requires the use of a class feature of the multiclass class, you are considered to able to use that feature, but gain no benefit beyond that granted by the feat or path.


APPRENTICE POWER
Prerequisites: Multiclass Training, 4th level
Benefit: You can swap one at-will attack power you know for one at-will attack power of the same level or lower from the class you multiclassed into.


NOVICE POWER
Prerequisites: Multiclass Training, 6th level
Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.


ACOLYTE POWER
Prerequisites: Multiclass Training, 8th level
Benefit: You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.


ADEPT POWER
Prerequisites: Multiclass Training, 10th level
Benefit: You can swap one daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into.


Paragon Tier

ADVANCED POWER TRAINING
Prerequisites: Multiclass Training, 12th level, Novice Power
Benefit: You can swap a second encounter attack power you know for an encounter attack power of the same level or lower from the class you multiclassed into.


ADVANCED UTILITY TRAINING
Prerequisites: Multiclass Training, 14th level, Acolyte Power
Benefit: You can swap a second utility power you know for one utility power of the same level or lower from the class you multiclassed into.


MASTER ADEPT TRAINING
Prerequisites: Multiclass Training, 20th level, Adept Power
Benefit: You can swap a second daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into.
 

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Not bad at all, although rogue and warlock seem overpowered to me. Striker damage features are too powerful in the hands of another role and stacking them is even worse. Maybe you could reduce the amount of damage to a fixed amount (+2 for Warlock's Curse and Hunter's Mark, +4 for Sneak Attack, and then an extra +2 per tier on any of them). That way people could still have the features, and use other features based upon them, without getting too much uber-massive-redonkulous damage.

Also, instead of giving out a bonus trained skill, you might make a specific skill a prerequisite for the multiclass feats. Wizards would obviously have Arcana, Fighters might have Athletics or Intimidate or something, etc. I think this would be better balanced without being too complicated or annoying.

-- 77IM
 

Also, instead of giving out a bonus trained skill, you might make a specific skill a prerequisite for the multiclass feats. Wizards would obviously have Arcana, Fighters might have Athletics or Intimidate or something, etc. I think this would be better balanced without being too complicated or annoying.

good idea. otherwise, why would anybody - except for the paladin - NOT take the fighter multiclass feat? you get 3 feats in one: skill training, armor & shield proficiency.

I also think that the class features should be limited, full sneak attack & warlock's curse is too powerful IMO, same as healing hand.

AKW
 


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