Multiclassing and retraining

Filed under D&D 4E Preview on May 2, 2008
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WotC released the excerpt on multiclassing this week. I’m a purist when it comes to PCs. Multiclassing never held much appeal to me, especially with all the restrictions in earlier editions. I liked the system in 3/3.5E, though I know there were some imbalances that got exploited.

Multiclassing went through some pretty serious revision in 4E. First, PCs can’t multiclass until they reach 11th level. It was hinted at in the paragon paths excerpt, but stated explicitly here. When the PC first starts down their paragon path (and any time after that when they could normally select a feat), they can choose instead to select a feat that allows them to multiclass.

That’s right. Multiclassing is now a function of feats. There is one feat for each of the 8 core classes. By selecting that feat, you gain a class skill and class power from the specified class. And you can only select one multiclass feat. No more triple- or quadruple-class PCs. There are 3 additional feats that can be taken later to swap one of your primary class powers for one from your chosen secondary class.

It sounds like an interesting system. Multiclassing was originally a mechanic for front-loading PCs, but with the plethora of powers available at first level, I can understand the decision to push it back. It also fits with the philosophy behind the three tiers of play. I imagine there may be some grumblings from the powergamers/munchkins, though.

One thing I am uneasy about is the mention of power-swapping and retraining. It seems like 4E will allow plenty of opportunity for players to change their minds on development decisions, from powers that allow the player to change the effect each round (granted some of these are epic tier) to feats that allow you to swap class powers whenever you gain a level. I know many MMOs allow retraining. City of Heroes granted power respecifications, but they were rewards for completing certain missions. Guild Wars allows retraining whenever you are in town. I’m guessing D&D will follow the latter, and that saddens me. While I don’t think players should necessarily be punished for a poor choice, but there should be a cost.



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2 Responses to “Multiclassing and retraining”

  1. Lukahn said:

    I disagree completely, actually. Allowing retraining is a great way for people new to the game to not be “punished” if they take something that doesn’t work for them.

    Often times playing 3rd edition I’d take a skill or feat that would wind up being useless in the game or overlapped by something someone else had. Many times just leveling up a character would take hours as the decisions of taking which feat and the finality of that decision had to be considered.

    Knowing that later on I can change my mind about something allows for much quicker leveling and more focus on gameplay. If I take a certain feat or skill thinking it may work well with a certain strategy I have in mind, but it winds up not being as effective as I had hoped or thought (or, if errata or house rules nerf the strategy), I can be comforted by the fact that change is right around the corner.

    Another example, I’ve been in several campaigns where the wizard or sorcerer doesn’t take a certain skill or feat because the other player has it (item creation feats, for instance). But if that player leaves or the character is killed, that spell is then lost to the team. Having the flexibility of “retraining” is good, in my opinion. I really liked it in GuildWars, because it allowed for more effective combinations, especially against certain foes (knowing what you were coming up against dictated what kinds of skills and spells to bring to bear).

  2. Kameron said:

    I have no problem with the idea of retraining. I’d prefer there to be some sort of cost or restriction on how often/when it is allowed. Won’t know that until the rules are released. That’s why I said “uneasy”. It’s a mechanic just begging for abuse if not properly regulated.

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