Showing posts with label Multiclass Feats. Show all posts
Showing posts with label Multiclass Feats. Show all posts

Wednesday, July 22, 2009

An almost wrap-up of the hybrid

A few almost possibly sorta final impressions of the hybrid rules I've been "playtesting".

All in all, I'm really enjoying the hybrid rule. It's not quite up to snuff with the old 3.5 multi-classing in terms of flexibility, but it has some definite strengths.

For starters, it's greatly simplified everything. One of the things with 3.5 multi-classing that always gave me a headache was keeping track of the various level dependant things, such as caster level. My character might be 18th level overall, but her caster level might have been only 15. Throw in some ECL from being an oddball race and those waters became even muddier.

In 4E there's none of that. Yet.

I also have to admit that there's some value in restricting players to combining only two classes (with a third possible via those terribly weak "multi-class" feats). It was pretty easy to get carried away with the multi-classing in 3.5. Just a quick skimming of the posts in the WotC forums is proof of that. There are classes in there that I've never even heard of, strung together in a chain that resembles alphabet soup.

The 4E hybrid helps the player police himself. While I'm generally against anything that restricts creativity and imagination, trying on some handcuffs can be fun once in a while. (IMJH)

At the very least the hybrid rules have allowed me to play the character that I originally envisioned. A wizard who enjoys wading into the front line.

Without the hybrid rule, my Dragonborn was capable but he really felt like a fish out of water. He wasn't fulfilling his role and it showed in every way. So he ended up standing back with bastard sword in hand, ready to defend himself if someone came after him, but otherwise dropping Scorching Bursts and trying to look interested.

Now, with the hybrid fighter/wizard combo he's up front blasting hobgoblins off the backs of their wolf mounts with his Thunderwave, and then dealing out triple damage with a Brute Strike. Without the stifling presence of filling a certain role combat is fun again.

As far as balance goes I still haven't seen anything to suggest that he's out of whack compared to the rest of the party. He gets roughly the same bonuses to hit in melee as our comically inept paladin and our kill thief ranger, and is about as effective with his "spells" as the cleric.

That said, I still get the feeling that "spells" aren't as effective as melee attacks (either up close or ranged). They simply seem to miss more often than they should. It's like everything's Fort/Will/Reflex defense is one or two points too high. Hopefully, they're churning out some feats that can give casters a bonus to hit with certain types of powers.

I need to note that we recently caught a little bit of cheating that I'd been doing. Namely in my feats, as I clearly skipped the small print and assumed that my hybrid wizard would retain his ritual casting and spellbook. In my defense, those are pretty core to the class. I guess they had to cut something to make the hybrid a sacrifice, so I had to re-tool my feats to regain the Ritual Casting ability, among other things. Oddly enough, I haven't missed not having a spellbook and hadn't really given it any thought at all since initially generating the character. I'm sure there's some reason or benefit for having a spellbook, but it hasn't affected my playstyle.

Yet.

Monday, April 6, 2009

Hybrids

Today's Dragon articles included a Playtest article on Hybrid Characters. In a nutshell, this is multiclassing for 4e.

But wait, doesn't 4e have the multiclass feat? Sure, but did anyone really think of that as multiclassing? Not around here, surely. It let you dabble in a second class, getting a little taste of it, just enough to wish for the old days.

Hybrids, though, let you do more than that. As you advance, you advance in your two chosen classes equally; in fact, you get the hit points for both, the bonuses for both, the weapon proficiencies, the surges... sounds too powerful, right?

Well not quite. There are "hybrid" versions of the classes, which lessen the impact of these combining rules: clerics get 7 surges a day, hybrid clerics get 3 (plus their other hybrid class's); clerics get healing word, hybrid clerics get a hybrid version that's once-per-encounter.

The powers are as usual, though, which means that you have the same number of powers at each level, but can now choose from both of your hybrid classes. There's a small restriction - that if you have more than one type of power (daily, encounter, etc.) you must have at least one from each of the classes, much the same as the druid class requires you to take at least one beast-form and one non-beast-form power.


The article starts off pointing out that if you choose two classes that fill different roles, then your character is not going to adequately fill either. This means that if you're in a larger party, you might want someone else to also be a leader, or controller, along side you; but is also means that in a smaller party, you can help fill in roles that might have gone absent.

An interesting side note also mentions that "[t]he system of classes and roles in D&D is designed to ensure that every character has a clear purpose at the table and that no character can easily become marginalized by poor choices made in character creation," and goes on to warn that "[t]he hybrid character system discards many of the safeguards built into the normal class system."


Unfortunately, until this playtest turns into official rules (having ironed out what we Insiders might send them in commentary), we won't have access to the hybrids in the Compendium or the Character Builder. Being my preferred method for trying out 4e builds, I don't know that I'll be trying out this hybrid very soon, even though I could just do it by hand. I think that hybrids between similar roles will turn out to be better characters in general, because they're not splitting their attention, so much as their methods. A ranger/rogue is still a striker through-and-through, even if only half of the abilities are rangery and half roguey.

However, having read Griff's opinion on the wizard, and how you just end up using the same at-will power over and over, perhaps having a second, completely-different type of at-will at your disposal might be the key to livening up a character. In fact, Griff's wizard fancies the bastard sword, so having a controller attack of a wizard as well as a defender/striker attack when up-close might be the key to turning Griff to the dark side of 4e. Perhaps he'll let us know.


One last thing I should point out is that you can still take the multiclass feat when a hybrid, letting you dabble in a third class. I think that this, if balanced properly, might just allow those of us addicted to countless classes and prestige classes from 3.5 to get closer to the customization we miss.

Thursday, March 5, 2009

Move over sorcery. Hand me a sword.

So long magic. I'm now looking to the sword to make D&D fun again.

In the ultimate in respec (and despite it being something I've railed against in the past) I'm switching my current character from a wizard to a fighter.

Why?

For starters I want to give 4E a fair shake and kick all the tires. Ideally I'd remake him as a different class at every level up, but that would be a little ridiculous. So, having completed the first module and then going through a lengthy hiatus until H2, it's the perfect chance to try out the melee side of things.

The biggest reason however is that the Wizard class is just incredibly boring to me. Now that every class as spells (or powers as WotC calls 'em now) the Wizard has been robbed of the one thing that made the class (or any spellcasting class) fun and unique. The Wizard is just another face in the crowd. A one trick pony that stands at the back and drops the same at-will power repeatedly. Blah.

The clincher has been some of the content I've seen in Crwth's Dragon pdfs. Articles such as the Gladiator one and the "Art of the Kill" are not only interesting reads, but also provide several Multi-class feats for martial types to use. While a far cry from the diversity I've come to expect in my DnD game, the Multiclass and the Technique feats can at least spice up a character and provide an in-game difference maker.

At first glance "my fighter is a Bravo Novice with the Cruel Cut Technique" is potentially better than "my fighter uses an axe". Only time will tell if these feats provide a noticable difference at the table.

I suspect that I'm merely swapping out repetitive Scorching Blasts for repetitive Thundering Blows (or whatever the fighter at-will is). At the very least the switch has rekindled my passion for the game.