Author Topic: Multiclassing, one of 4e's more obnoxious holes  (Read 1995 times)

Crusader808

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Multiclassing, one of 4e's more obnoxious holes
« on: February 24, 2009, 10:35:57 PM »
and how our group worked around it. We left the standard method available for those players who want to dabble mid-game, but constructed two options for those who want something a bit different.

The first is something that slightly mimics old-school (2e) multiclassing. A feat that you take at 1st level called dual talent.

Dual Talent
Prerequisites: 1st level only. Cannot already belong to same class as your dual talent. Can only have one dual talent and can not take additional multiclass feats.
Benefit: This feat grants the benefit listed in the corresponding class feat (except wizards who get to chose two from the cantrip list as encounter powers and warlocks who gain the warlocks curse as an encounter power), and allows you to pick your abilities between both class lists. Skills can be selected from both class lists, but the number available as well as HP progression and Healing surges use only your base class.

Sound powerful? In play this has, much like old 2e multiclassing actually slightly weakened the players overall. You gain in flexibility, but one trick ponies always are more powerful at their one trick.

The other was a paragon path to slightly mirror Dual classing of the old editions.

Multifaceted Champion
“People change” 
Prerequisites: Can not have any multiclass feats or Dual Talent
Your training in your current profession has taken you far, but now you yearn to explore something new. You throw yourself into the shoes of one of your fellow adventurers and try your hand at learning some new tricks. Sure you have companions that dabble in other abilities, but that’s not good enough for you. You want to know the skills in and out.
Any new powers gained can be chosen from either class, but you can not retrain other powers from your original class until you reach 16th level.
Multifaceted Champion Path Features
Old dog, new tricks (11th level): Choose a new base class. You gain access to the class features of this new class. Weapon and armor proficiencies must still be learned separately. But the class features are as if you were a member of the class. Any tiered abilities (sneak, curse, etc) are treated as being 10 levels lower. 
Quick learner (11th level): You gain an encounter attack power of your new class of 7th level or lower.
At 12th level you gain a utility power of your new class of 10th level or lower
At 20th Level you gain a daily attack power from your new class of 19th level or lower
Blended education (16th level): You can now retrain any of your existing powers from your base class to those of your new class.
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