LibraryOgre
2008-11-07, 03:28 AM
First of all, an unrelated image.
http://farm4.static.flickr.com/3200/3009232455_df6dcd0403_o.jpg
However, we were talking about the generally unsatisfactory nature of multiclassing in 4th edition tonight (in addition to watching one of our clerics act as a HP yo-yo... three leaders plus a paladin multied to warlord can throw a lot of healing), we (myself, Hzurr, myself, and the rest of the group) came up with a proposal for how multiclassing should work that we wanted to feed to the wolves.
1) You choose a primary class. For the purposes of an example character, we'll be doing a paladin who has no racial features.
2) You receive all traits and features of your primary class; armor proficiencies, weapon proficiencies, implements, Defense Bonuses, Hit points, Healing surges, trained skills and all class features. Our sample Paladin would gain Channel Divinity, Divine Challenge, and Lay on Hands.
3) A character who spends a feat on a Multiclass feat gains no class traits or features of their second class, save the ability to use the implements of the second class when activating powers from the second class. From the moment of multiclassing, the character may freely choose powers of the heroic tier from each class, as appropriate to level. Furthermore, the character may choose class skills from each class.
3a) If multiclassing is done at 1st level, the character can be built with free choice of skills and powers from both classes. If the second class has a required skill (such as Arcana for Wizards, or Thievery for Rogues), it must be one of the trained skills of the character; the character gains no additional skill choices to gain this skill.
3b) If multiclassing is first taken after 1st level, the character must already possess or immediately retrain to possess any required skill of the second class (the limit of one retrained skill, power, or feat per level still applies; characters without access to a certain skill under their old class must wait until they gain a new feat, and thus would be able to retrain a skill at that level, or must acquire the skill through some other means). From that point forth, the character may freely choose powers and skills both classes, including retraining previous powers into powers of the second class.
4) In order to select paragon tier powers from their second class, a multiclass character must possess the feat Paragon Multiclass, which has a requirement of 11th level. In order to select epic tier powers from their second class, they must possess both the Paragon Multiclass and Epic Multiclass feats, the second of which has a requirement of 21st level.
5) Multiclass characters may learn the class features of their second class by spending additional feats. However, these features are inferior to those possessed by full members of the second class by one step in frequency; class features which are normally permanent or at-will are Encounter Powers; Encounter Powers are Daily powers. Powers remain the same action cost (Free, Minor, Move or Standard), though many permanent powers become free actions. Feats which rely on possession of these class features may be chosen when the character possesses the class feature in question. Multiclass characters may also choose to pursue the paragon paths of their second class without prejudice or additional cost.
As an example, we will begin with a Paladin who multiclasses into Wizard (hardly an optimal choice, but one that lets me illustrate several things). Since his primary class is Paladin, he has the armor proficiencies, weapon proficiencies, implements, saves, hit points and healing surges of a Paladin. He begins with the skill Religion, and may select any three skills from the Wizard and Paladin lists of trained skills (Arcana, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Nature, or Religion). One of his three choices MUST be Arcana, since he has multiclassed into wizard.
He is able to choose two at-will powers, one encounter power, and one daily power from either the Wizard or Paladin lists. He chooses Bolstering Strike and Magic Missile for his at-wills, Piercing Smite for his Encounter, and Sleep for his Daily. His only feat selection went into his Multiclass feat.
When he reaches 2nd level, he gains 6 HP, because his primary class is paladin. He may choose either a wizard or paladin utility power (he chooses Shield), and may choose one feat. He chooses to gain the class feature of Arcane Implement Mastery with the Orb of Imposition. Unlike a full wizard's Orb of Imposition, however, the Paladin/Wizard may only use this power once per day, not once per encounter. Had he chosen Spellbook instead, he would be able to select an additional daily or utility power every time he chooses a wizard daily or utility power, and prepare the one of his choice each day; if he already had the Ritual Caster feat or Ritual Casting ability, he would gain rituals like a wizard. Had he chosen Ritual Casting, he would have had the Ritual Caster feat. Had he chosen Cantrips, he would have gained the four wizard cantrips as encounter powers.
As this character continues in levels, he can choose to become more like his secondary class (gaining the other class features he has not chosen), or he can mostly improve his main class, dipping into wizard powers where useful. This sample character is hardly ideal, power-wise, but illustrates the option available through these alternate multiclassing rules.
Notes on classes:
Cleric: Both Clerics and Paladins have the Channel Divinity class feature. A multiclass Cleric/Paladin or Paladin/Cleric must learn the Channel Divinity class feature for their second class in order to use any of those abilities, but they remain encounter powers (with only one of the various options being available per encounter). The healing word power, when taken as a multiclass feat, should increase time by a factor of one; the power can be used twice per day (three times per day at 16th level), but only once per encounter.
Fighter: Combat Challenge and Combat Superiority are Encounter powers; Combat Challenge is a Free action, and Combat Superiority is an interrupt. Fighter Weapon Talent always applies once learned. Any fighter powers that gain advantages from using certain weapons always gain advantages from those weapons.
Paladin: As above, Paladin/Clerics and Cleric/Paladins must spend a feat to learn the Channel Divinity powers of their second class, but may use any one type of Channel Divinity as an encounter power, no matter which class is the source of it. If Lay on Hands is taken in a multiclass feat, it's limitation of once per day per point of Wisdom modifier remains, but it becomes an encounter power.
Ranger: A Ranger's Fighting Style and Prime Shot are permanent bonuses once selected. The Hunter's Quarry may be designated once per encounter, but the damage may be applied every round.
Rogue: A Rogue's First Strike and Weapon Talent abilities always apply once learned. Benefits from Rogue Tactics and bonus damage from Sneak Attack only apply once per encounter, but additional effects on powers from Artful Dodger or Brutal Scoundrel always apply.
Warlock: If learned via class feature training, the pact power or Eldritch Blast are encounter powers; if learned through (re)-training of 1st level at-will powers, they are at-will powers. Shadow Walk and Warlock's Curse are encounter powers; a multiclassed warlock may only curse one target per encounter, but the curse has the normal effect. Once learned, Prime Shot is a permanent modifier.
Warlord: Commanding Presence is an Interrupt action Encounter power. Any powers enhanced by a Tactical or Inspiring Presence are permanently effected, however. Once learned, Combat Leader is a permanent bonus. As with a cleric's Healing Word, Inspiring Word may be used twice per day, but only once per encounter.
Wizard: As per the example, powers granted by Arcane Implement Mastery are daily powers, not encounter powers (though the bonus to AC from Staff of Defense remains a permanent bonus, so long as a staff is wielded). Cantrips, when learned, are encounter powers. Only Daily and Utility powers learned from the wizard class benefit from the Spellbook feature; if a given level's powers are to benefit from the spellbook feature, all powers selected for that level and frequency must be from the wizard class (so a 1st level Paladin/Wizard cannot freely select between Paladin's Justice and Sleep, for example, but might between Acid Arrow and Sleep).
http://farm4.static.flickr.com/3200/3009232455_df6dcd0403_o.jpg
However, we were talking about the generally unsatisfactory nature of multiclassing in 4th edition tonight (in addition to watching one of our clerics act as a HP yo-yo... three leaders plus a paladin multied to warlord can throw a lot of healing), we (myself, Hzurr, myself, and the rest of the group) came up with a proposal for how multiclassing should work that we wanted to feed to the wolves.
1) You choose a primary class. For the purposes of an example character, we'll be doing a paladin who has no racial features.
2) You receive all traits and features of your primary class; armor proficiencies, weapon proficiencies, implements, Defense Bonuses, Hit points, Healing surges, trained skills and all class features. Our sample Paladin would gain Channel Divinity, Divine Challenge, and Lay on Hands.
3) A character who spends a feat on a Multiclass feat gains no class traits or features of their second class, save the ability to use the implements of the second class when activating powers from the second class. From the moment of multiclassing, the character may freely choose powers of the heroic tier from each class, as appropriate to level. Furthermore, the character may choose class skills from each class.
3a) If multiclassing is done at 1st level, the character can be built with free choice of skills and powers from both classes. If the second class has a required skill (such as Arcana for Wizards, or Thievery for Rogues), it must be one of the trained skills of the character; the character gains no additional skill choices to gain this skill.
3b) If multiclassing is first taken after 1st level, the character must already possess or immediately retrain to possess any required skill of the second class (the limit of one retrained skill, power, or feat per level still applies; characters without access to a certain skill under their old class must wait until they gain a new feat, and thus would be able to retrain a skill at that level, or must acquire the skill through some other means). From that point forth, the character may freely choose powers and skills both classes, including retraining previous powers into powers of the second class.
4) In order to select paragon tier powers from their second class, a multiclass character must possess the feat Paragon Multiclass, which has a requirement of 11th level. In order to select epic tier powers from their second class, they must possess both the Paragon Multiclass and Epic Multiclass feats, the second of which has a requirement of 21st level.
5) Multiclass characters may learn the class features of their second class by spending additional feats. However, these features are inferior to those possessed by full members of the second class by one step in frequency; class features which are normally permanent or at-will are Encounter Powers; Encounter Powers are Daily powers. Powers remain the same action cost (Free, Minor, Move or Standard), though many permanent powers become free actions. Feats which rely on possession of these class features may be chosen when the character possesses the class feature in question. Multiclass characters may also choose to pursue the paragon paths of their second class without prejudice or additional cost.
As an example, we will begin with a Paladin who multiclasses into Wizard (hardly an optimal choice, but one that lets me illustrate several things). Since his primary class is Paladin, he has the armor proficiencies, weapon proficiencies, implements, saves, hit points and healing surges of a Paladin. He begins with the skill Religion, and may select any three skills from the Wizard and Paladin lists of trained skills (Arcana, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Nature, or Religion). One of his three choices MUST be Arcana, since he has multiclassed into wizard.
He is able to choose two at-will powers, one encounter power, and one daily power from either the Wizard or Paladin lists. He chooses Bolstering Strike and Magic Missile for his at-wills, Piercing Smite for his Encounter, and Sleep for his Daily. His only feat selection went into his Multiclass feat.
When he reaches 2nd level, he gains 6 HP, because his primary class is paladin. He may choose either a wizard or paladin utility power (he chooses Shield), and may choose one feat. He chooses to gain the class feature of Arcane Implement Mastery with the Orb of Imposition. Unlike a full wizard's Orb of Imposition, however, the Paladin/Wizard may only use this power once per day, not once per encounter. Had he chosen Spellbook instead, he would be able to select an additional daily or utility power every time he chooses a wizard daily or utility power, and prepare the one of his choice each day; if he already had the Ritual Caster feat or Ritual Casting ability, he would gain rituals like a wizard. Had he chosen Ritual Casting, he would have had the Ritual Caster feat. Had he chosen Cantrips, he would have gained the four wizard cantrips as encounter powers.
As this character continues in levels, he can choose to become more like his secondary class (gaining the other class features he has not chosen), or he can mostly improve his main class, dipping into wizard powers where useful. This sample character is hardly ideal, power-wise, but illustrates the option available through these alternate multiclassing rules.
Notes on classes:
Cleric: Both Clerics and Paladins have the Channel Divinity class feature. A multiclass Cleric/Paladin or Paladin/Cleric must learn the Channel Divinity class feature for their second class in order to use any of those abilities, but they remain encounter powers (with only one of the various options being available per encounter). The healing word power, when taken as a multiclass feat, should increase time by a factor of one; the power can be used twice per day (three times per day at 16th level), but only once per encounter.
Fighter: Combat Challenge and Combat Superiority are Encounter powers; Combat Challenge is a Free action, and Combat Superiority is an interrupt. Fighter Weapon Talent always applies once learned. Any fighter powers that gain advantages from using certain weapons always gain advantages from those weapons.
Paladin: As above, Paladin/Clerics and Cleric/Paladins must spend a feat to learn the Channel Divinity powers of their second class, but may use any one type of Channel Divinity as an encounter power, no matter which class is the source of it. If Lay on Hands is taken in a multiclass feat, it's limitation of once per day per point of Wisdom modifier remains, but it becomes an encounter power.
Ranger: A Ranger's Fighting Style and Prime Shot are permanent bonuses once selected. The Hunter's Quarry may be designated once per encounter, but the damage may be applied every round.
Rogue: A Rogue's First Strike and Weapon Talent abilities always apply once learned. Benefits from Rogue Tactics and bonus damage from Sneak Attack only apply once per encounter, but additional effects on powers from Artful Dodger or Brutal Scoundrel always apply.
Warlock: If learned via class feature training, the pact power or Eldritch Blast are encounter powers; if learned through (re)-training of 1st level at-will powers, they are at-will powers. Shadow Walk and Warlock's Curse are encounter powers; a multiclassed warlock may only curse one target per encounter, but the curse has the normal effect. Once learned, Prime Shot is a permanent modifier.
Warlord: Commanding Presence is an Interrupt action Encounter power. Any powers enhanced by a Tactical or Inspiring Presence are permanently effected, however. Once learned, Combat Leader is a permanent bonus. As with a cleric's Healing Word, Inspiring Word may be used twice per day, but only once per encounter.
Wizard: As per the example, powers granted by Arcane Implement Mastery are daily powers, not encounter powers (though the bonus to AC from Staff of Defense remains a permanent bonus, so long as a staff is wielded). Cantrips, when learned, are encounter powers. Only Daily and Utility powers learned from the wizard class benefit from the Spellbook feature; if a given level's powers are to benefit from the spellbook feature, all powers selected for that level and frequency must be from the wizard class (so a 1st level Paladin/Wizard cannot freely select between Paladin's Justice and Sleep, for example, but might between Acid Arrow and Sleep).