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And then it just disappeared from the map.
All the hullabaloo surrounding Fortune Cards must be taking up our communal talking space because I can’t find a blog or forum thread anywhere speculating on the subject. Am I seriously the only one who cares about this? How much hype did Hybrids stir up when they were first announced? Maybe we’re just once bitten, twice shy (or would that be twice bitten, thrice shy?) on the subject. Neither the current multiclass nor hybrid systems seem to satisfy what many feel is a true multiclass character the way it was presented in earlier editions. I believe the in-game technology now exists to correct the discrepancy but before I get into that, let’s take a short look at what does and does not need to be ‘fixed’ about the current systems as it will guide the design I eventually propose.
Entry Speed – In 3E/Pathfinder, a character must be level 2 in order to begin multiclassing by taking levels in different classes. I’m avoiding the gestalt discussion here because those characters were SPECIFICALLY meant to be stronger than a core class where as simple multiclassing is intended to be on par . Prior to 3E, a character could start as a fighter/thief, fighter/mage or whatever immediately at character generation given the right stat combinations and would gain levels in their different classes at different times. It’s much harder to make a blanket statement about progression in 2E and back as different forms of multiclassing appeared in different rulesets, but generally speaking you had the opportunity to start out as a multiclass character one way or the other. Now in 4E, you can again start as a multiclassed character at level 1 using either the standard or hybrid systems. So far so good.
Option Spread – Here again, 4E is still looking pretty good. 2E and back had fewer core classes (again, you can’t count the kits because those were not available for multiclass use) so more core classes gives you more options. 3E of course has WAY more classes and theoretically speaking every class feature could be available in full to a multiclass build, so in sheer weight, 4E falls short. Proportionally speaking, though, the current standard and hybrid multiclass systems do theoretically grant access to any power in the game and many classes have several multiclass feats, each giving access to a shortened form of a level 1 class feature so it’s not quite as bad in thorough investigation as it seems on first glance.
Option Strength – Here is where things start to fall apart for 4E. Previous editions gave multiclass characters the same features with the same numeric values and usage allowances as a single-class character. 4E is the first D&D game for which a multiclass character will, by design, be given a limited or shortened class feature. The decision was made by the devs to prevent characters from stepping on each other’s schticks too much. It’s niche protection. Though I might fiddle with option strength in a home game, for the purposes of presenting a useful product to the D&D community at large I will respect the design premise and move on.
Low-Level Efficacy: This requires some terminology definitions. By “low-level”, I mean the Heroic tier in 4E and then levels 1 to about 6 in previous 20-level schemes. By “efficacy” I mean the overall usefulness of the character for its level as well as how strongly the character feels like each of its component classes.
Previous editions of the game had few problems with any multiclassing efficacy at low-level. BAB/THAC0 simply didn’t have enough time to fall “behind the curve” in the first few levels in the vast majority of multiclass builds. Also a spellcaster would not often feel the effects of slow spell progression until (s)he failed to pick up 3rd level spells (read “fireball”) at about the time that the party really needed more daka to handle threats. You could juggle two maybe even three classes in these systems for the first few levels and not really suffer for it.
4E represents a radical divergence in results from previous editions at low-level play. It takes several levels for a standard multiclass character to really feel like a member of its secondary class(es) (one Scorching Burst per encounter does not a Wizard make!). Over the course of these several levels, the character must make a tremendous feat investiture to immerse itself in its secondary class(es) – up to 75% of its Heroic Tier feats for a non-Human! This of course puts a significant dent in the character’s ability to operate in its primary class leaving the player with a sense of loss not present in earlier editions. Hybrids do not require the feat investiture (directly, anyway) and more immediately feel like immersed members of each class but often suffer from gimped class features – particularly Defender marks. Hybrids also often have problems with MBAs, defenses and implement proficiencies. Thus one important goal of our multiclass 2.0 will be to create immersion in the secondary class(es) at low levels without burdening the character with a heavy feat tax.
Mid-Level Efficacy: “Mid-level” will here refer to Paragon Tier and levels from about 6 to 13 in 20-level schemes.
As mentioned before, the 3rd level spell bracket and a BAB/THAC0 differential of about 3 is where the edges of previous multiclass systems began to fray. Non-casters could generally multiclass back and forth without a lot of thought, but the ever-elusive fighter/mage and mage/cleric archetypes really ran into problems. At some point, you would have to jump ship and focus on one class. 3E tried to patch this by creating feats and prestige classes (Mystic Theurge, Eldritch Knight, Practiced Spellcaster) that maintained spell levels/BAB and it worked for a while. Due to the crazy permutations possible in the ever-expanding system, though, it became a chore to prop one’s stats up correctly for many builds.
Oddly enough, 4E deals with this problem pretty cleanly with Paragon Paths. No matter how few feats a standard multiclass character picks up, (s)he qualifies to take a Paragon Path of the secondary class. This is a set of 3 class features and 3 powers designed to work with and feel like a subset of the secondary class. Best of all, these powers do not get swapped out in Epic Tier and are thus built to last the lifecycle of the character. By the end of Paragon Tier, a character with only the initial multiclass feat and a Paragon Path has a E/D/U count of 1/1/1 out of 4/4/6 which is a nice dip without a ton of effort. This jumps to a possible 2/2/2 with all the power swap feats, effectively splitting the character’s powers down the middle. Include the 3 Path features built for the secondary class and that’s darn solid immersion in both classes without dinging the primary too badly. Paragon Paths are still the better option for hybrids to stabilize one of their classes as well. The paragon hybrid option is usually a trap since it gives only one (possibly gimped) class feature compared to a Paragon Path’s level-appropriate three or four. Thus we need not concern ourselves with “fixing” the mid-game so long as we provide that low-level support.
High-Level Efficacy: “High-level” refers to Epic Tier and then levels from about 13 to 20 in 20-level schemes.
Now I’ll be the first to admit I haven’t done much high-level gaming of any edition so I can’t speak with quite so much confidence, particularly in 2E and back. I suspect that if you managed to get a multiclass character to this point, the whole party is multiclassed and your progression has just been a lot slower. As for 3E, I can’t help but notice the character builds on the various gaming boards at high level. You don’t see [Class A 10/ Class B 10]. Instead, it’s [Class A 6/Class B 2/Prestige Class A 4/Prestige Class B 2/Prestige Class C 5]. Whether it’s representative of what the average player was running at any given home table I don’t know, but clearly the ‘best’ builds lost their secondary class in the shuffle somewhere, sometimes even their primary!
The question then for 4E is how much secondary class support you need at Epic Tier. Is the Paragon Path enough to carry the flavor through on its own? A level 21 character has a whopping 13 feats, jumping to a total of 17 by Level 30! Is a four-feat tax to hold on to that 2/2/2 still an issue at this point? It’s certainly an investment, but it fails to weigh NEARLY as heavily as it did with only 6 feats at level 10. Previous systems require the character to jump through a multitude of hoops to maintain a second class effectively at high levels, so I’m ok with that occuring here as well. We will keep the power swap feats in place for Epic Tier characters who really want to hold on to that premise. On the hybrdis side, only a few who exploit strong class synergy will even make it to Epic Tier. Natural selection, if you will, has culled the weak from their ranks giving us very little material to work with here that isn’t tied up in the individual classes. Thus we can leave the high-end game alone as well.
In summary we really only need to apply one patch to the whole game and let its effects percolate up the level progression to “fix” multiclassing. Low level characters need a way to get a secondary class’ iconic class feature limited to that class’ powers (generally, though there will be exceptions like the Cleric) and featless power swap.
Where have we seen featless power swaps and limited class features for Heroic Tier characters before? That’s right, folks – Themes. I believe Themes are the way to fix 4E multiclassing and I hope that’s what WoTC is up to. Next time, we’ll actually go through and create multiclass Themes for the Fighter, Rogue, Cleric and Wizard.
Theme multiclassing is a pretty neat idea but, unfortunately, it doesn’t look like it will be implemented in the near future. The player options book that would have incorporated themes outside of Dark Sun games isn’t scheduled for this year, and that sounds like too big a change to make through DDI. I guess you could try to make do with Dark Sun options, but some of these look very setting-specific.
That said, I’m not very sure about what a “real” multiclassing system would involve – I guess some players just want the 2E or 3E systems back, but I don’t think that’s a realistic expectation. Going by your summary, it really seems like 4E’s systems have most bases pretty well covered, except for two issues: feat costs, and essentials classes.
The high feat cost to power swap could definitely see some adjustment, but it’s not a dealbreaker to me, and wouldn’t require all that much effort. Combining some of the power swap feats into a single, more powerful one might do the trick – I think encounter powers are out of the question because of the multiclassing mess introduced by psionics, but providing Daily and Utility swap for a single feat sounds like a good solution. We always have to keep in mind that the initial multiclass feat is usually a very good deal, so the feat tax isn’t as harsh as it seems.
There is another pending issue in the integration of Essentials builds and multiclassing. Right now, you can at least multiclass out of an essential class (though often with restricted options, such as replacing encounters), but not into one. And class features are out of the question. There is no easy solution for this, as it has to be dealt with on a case by case basis. Again, the book that should have dealt with this issue has been cancelled, and it’s too big an issue to easily fit on the pages of Dragon magazine. Nevertheless, it should be noted that what is required here is not a brand multiclassing system, but a number of patches that integrate these classes into the existing multiclass and hybrid frameworks.
Ryven, I say if we don’t see a book pitching multi-classing themes on the schedule by May we make our own themes and post them here.
I’ve wondered before about something that is honestly 2E-style multiclassing, where you start as a member of all the various classes, but where it takes 2x (or 3x, if you’re really crazy) the experience points to advance a level. When you level, you gain all appropriate powers or features from the relevant classes. Under old 2E-style rules, this kind of multiclassing is limited to demihumans.
Frex, an eladrin swordmage/wizard (2E) would start with all the class features from each class, 4 at-wills, 2 encounter powers, and 2 daily powers, and striker/leader hit points. [IIRC, hit points used to be an average of hp for each level, and striker/leader is the average of controller and defender, for non-primal classes.] At 2000 xp, they gain their 5 hp for a level and get 1 swordmage utility 2 and 1 wizard utility 2, and 1 feat. At 4500 xp, they get 5 more hp, a swordmage 3 encounter attack power, and a wizard 3 encounter attack power. Etc., etc.
The theme/multiclass concept is a good idea, but having it replace other themes bothers me. I can say, “I’m a psion with the noble adept theme,” and you know that it means I was raised by a wealthy family to gain psionic powers. However, saying “I’m a wizard with the swordmage theme,” just tells you what the character can do, but nothing about the actual *character*.
Sure, you can still have that description, but having to choose between a multiclass mechanic and a cool flavorful mechanic wouldn’t work in my opinion. If you disguised multiclass themes as regular themes (like, Mercenary for a fighter multiclass theme), it could work. But I’d rather see a way of doing both themes and multiclass without having to choose between them.
I’d love multiclassing to use the same mechanics as themes (but not the same name), and require a single feat to take. That feat could even be half as powerful as the current ones (which really are always worthwhile!). A feat that gave a trained skill, PP options (that is, the option to take PPs from the multiclass), feat options (able to take the other class feats), and the ability to swap powers as themes do, would be great.
A further feat to gain some ability form the class (like a wizard’s at will, or rogue’s sneak attack) would still be nice, and there should be some restriction to not allow a character to take too many powers from the MC (currently, one util, encounter and daily is good: that way, if you take an MC PP, you can have 2/4 enc and dailies from the MC).
Perico, I think they actually revealed the Neverwinter book will have more themes. Given the nature of FR, I imagine these will be a little more generic for other games’ uses, though DS’s aren’t too bad to translate.
As for the new multiclassing rules, color me intrigued.