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What is your thoughts on multiclassing?
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<blockquote data-quote="Cadfan" data-source="post: 4590934" data-attributes="member: 40961"><p>My opinion of 4e multiclassing- its a really powerful concept, with a few flaws.</p><p> </p><p>The flaws are the need for extra hands to hold your new weapons or implements, and the need to max two stats that may or may not help with your class. Its odd, and perhaps not the best, that multiclassing is at its most powerful if you can find powers worth taking that don't require attack rolls.</p><p> </p><p>The neat things- multiclassing is mostly unnecessary. The wide power selection means that if you want to play a rogue who is kind of fighterish, there are powers that let you do that. Ditto a fighter who is kind of roguish. Or a cleric who is kind of wizardy. Basically, if your class has a slight tendency towards another role, with careful power choice you can avoid the need to multiclass.</p><p> </p><p>There's also the design space available to use paragon paths as a means of cancelling out the need for multiclassing.</p><p> </p><p>Imagine a paragon path designed for wizards who want to multiclass into rogue. We'll call it Arcane Trickster, out of nostalgia. To get in, you need to be a wizard, but you also need to have at least one rogue multiclass feat. The paragon path itself is a bunch of perfectly compatible abilities and powers designed to give you maximally wizardy rogue powers, and/or vice versa.</p><p> </p><p>We already have one path kind of like that- Wizard of the Spiral Tower. We could have more.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4590934, member: 40961"] My opinion of 4e multiclassing- its a really powerful concept, with a few flaws. The flaws are the need for extra hands to hold your new weapons or implements, and the need to max two stats that may or may not help with your class. Its odd, and perhaps not the best, that multiclassing is at its most powerful if you can find powers worth taking that don't require attack rolls. The neat things- multiclassing is mostly unnecessary. The wide power selection means that if you want to play a rogue who is kind of fighterish, there are powers that let you do that. Ditto a fighter who is kind of roguish. Or a cleric who is kind of wizardy. Basically, if your class has a slight tendency towards another role, with careful power choice you can avoid the need to multiclass. There's also the design space available to use paragon paths as a means of cancelling out the need for multiclassing. Imagine a paragon path designed for wizards who want to multiclass into rogue. We'll call it Arcane Trickster, out of nostalgia. To get in, you need to be a wizard, but you also need to have at least one rogue multiclass feat. The paragon path itself is a bunch of perfectly compatible abilities and powers designed to give you maximally wizardy rogue powers, and/or vice versa. We already have one path kind of like that- Wizard of the Spiral Tower. We could have more. [/QUOTE]
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