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1 year ago ::
Apr 11, 2012 - 11:34PM
#11
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One type of question you see a lot in the CharOp forums is people wanting to play a combination of one class with a completely different archetype of character, a classic example is the more common fantasy Wizard who has healing ability, but also throws around fireballs, it's a fantasy concept that's nonexistant as a single class in D&D; in 3.x the Rogue was better at healing than the Wizard. There's a few ways to accomplish this, refluff a Bards image, refluff an Artificers powers, refluff a cleric or shaman as an Arcanist, Hybrid something, of just play a Wizard or Sorcerer who Multiclasses and thus picks up a small ammount of healing.
It really fills those small gaps in character concepts nicely.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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1 year ago ::
Apr 21, 2012 - 1:39PM
#12
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Broken combos, OTOH, are just a matter of bringing together things that the poor fellows designing them never compared notes on and making something broken out of it. For examples, see CharOp. Often that means putting together things from two or more different classes.
This is the primary, but not the sole reason multi-classing is strictly forbidden in my games. There are frequent complaints about how difficult it is to adequately challenge players in the mid to late levels, and I feel multi-classing is a major contributor to this.
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