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Living 4th Edition
Proposal: Weapon Training Feats are not Multi-Class Feats
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<blockquote data-quote="ryryguy" data-source="post: 4858782" data-attributes="member: 64945"><p>Hmm, why did they make these multiclass feats in the first place? This is all it says in the article (from Dragon 368):</p><p></p><p></p><p></p><p>Not much meat on that bone. It's basically just fluff.</p><p></p><p>Mechanically, I can only think of a few reasons. </p><p></p><p>One is that they don't want a character getting more than one of the weapon mastery feats - no mastery of both net and garrote. That could be satisfied by making a new category of "weapon mastery" feats that you can only take one of. So one weapon mastery plus one multiclass would be allowed.</p><p></p><p>Another is that the follow-on Novice/Adept/Expert feats allow power swapping, just like the regular multiclass feats, and they want to keep a cap on that. I'm not sure why that would be - I guess it would slightly reduce the odds of finding a broken combo. It would also help a player from diluting the character too much - part of the "you can't make a substandard character through poor choices" philosophy. Anyhow, if you want to address the excess power swapping issue, you could make a new feat that basically gives the same benefits as the standard mastery feat, but does not count as a prerequisite for the Novice/Adept/Expert path (and would not count as a multiclassing feat).</p><p></p><p>The final thing is that making these regular feats would pretty much make superior weapon proficiency feats for these weapons mostly superfluous. I actually think that's part of the reason for the restriction on regular multiclass feats - why would you ever take Skill Training if you can take another multiclass feat that grants that skill, plus more goodies? Same would be true with regard to weapon mastery feats with regard to superior weapon proficiency feats. I'm not sure how much of a big deal that is though - as Ken has pointed out, the benefits of these "superior" weapons without the mastery feats are somewhat dubious.</p></blockquote><p></p>
[QUOTE="ryryguy, post: 4858782, member: 64945"] Hmm, why did they make these multiclass feats in the first place? This is all it says in the article (from Dragon 368): Not much meat on that bone. It's basically just fluff. Mechanically, I can only think of a few reasons. One is that they don't want a character getting more than one of the weapon mastery feats - no mastery of both net and garrote. That could be satisfied by making a new category of "weapon mastery" feats that you can only take one of. So one weapon mastery plus one multiclass would be allowed. Another is that the follow-on Novice/Adept/Expert feats allow power swapping, just like the regular multiclass feats, and they want to keep a cap on that. I'm not sure why that would be - I guess it would slightly reduce the odds of finding a broken combo. It would also help a player from diluting the character too much - part of the "you can't make a substandard character through poor choices" philosophy. Anyhow, if you want to address the excess power swapping issue, you could make a new feat that basically gives the same benefits as the standard mastery feat, but does not count as a prerequisite for the Novice/Adept/Expert path (and would not count as a multiclassing feat). The final thing is that making these regular feats would pretty much make superior weapon proficiency feats for these weapons mostly superfluous. I actually think that's part of the reason for the restriction on regular multiclass feats - why would you ever take Skill Training if you can take another multiclass feat that grants that skill, plus more goodies? Same would be true with regard to weapon mastery feats with regard to superior weapon proficiency feats. I'm not sure how much of a big deal that is though - as Ken has pointed out, the benefits of these "superior" weapons without the mastery feats are somewhat dubious. [/QUOTE]
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Proposal: Weapon Training Feats are not Multi-Class Feats
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