So Wizards launched a Player's Handbook 3 preview today regarding hybrid classes. These classes do exactly what the article says: they compromise depth of ability (and, by extension, depth of focus on one role) for increased flexibility. The mechanic so far split a the core classes into 2 halves. Then, you choose to classes and combine the halves together to get a whole. For all of you other subscribers out there, the link is
here.
EXCERPT:
Creating a Hybrid Character
If you want to make a hybrid character, pick the two classes that you want to combine, and then read the
entries for the hybrid versions of them. This preview provides hybrid versions of the classes in the Player’s Handbook as well as the swordmage. The rest of this section details how to combine the elements in the two hybrid classes.
Armor Proficiencies: You gain only the armor proficiencies that are possessed by both of your classes. For example, a fighter/rogue would gain proficiency with cloth armor and leather armor only.
Weapon Proficiencies: Combine the weapon proficiencies given for each of your classes. For example, a cleric/rogue gains proficiency with simple melee weapons, simple ranged weapons, shuriken, and short swords.
Implements: You can wield the implements of both classes, and you can use implement powers from either class (and from those classes’ paragon paths) through the implements of either class. For example, a cleric/warlock can use implement powers from
either class through holy symbols, rods, and wands.
Bonus to Defense: You gain the bonuses to defenses noted in both hybrid class entries. Bonuses to the same defense add together. Some hybrid class entries give you a choice of which defense to apply a bonus to.
Hit Points at 1st Level: To determine your hit points at 1st level, add together the hit points at 1st level noted in both hybrid class entries. Then add your Constitution score to the result.
Hit Points per Level Gained: To determine the hit points you gain at each new level, add together the values noted in each of your hybrid class entries. For example, a cleric/fighter gains 5 hit points at each new level (2 for cleric + 3 for fighter).
Healing Surges per Day: Add together the healing surges per day noted in both hybrid class entries. Then add your Constitution modifier to the result.
Class Skills: To create your list of class skills, combine the class skills noted for the two hybrid classes.
Trained Skills: You gain three trained skills, chosen from your list of class skills. Some hybrid class entries grant extra trained skills, which must be taken from that class’s skill list, not from the combined list.
Class Features: You gain all the class features in both hybrid class entries. If a class feature has the word “hybrid†in parentheses after its name, it is a modified version of the class feature but still counts as that class feature for the purpose of meeting prerequisites.
Powers: You gain one 1st-level at-will attack power from each class. You can choose your 1st-level encounter attack power and 1st-level daily attack power from either class. When you reach a new level and gain an encounter attack power, a daily attack power, or a utility power, you can choose that power from either class. However, if you have at least two powers from the same category (at-will attack, encounter attack, daily
attack, and utility), at least one of those powers must come from each of your hybrid classes. Even if you later retrain one or more of your powers (or swap out a power thanks to a multiclass feat or other special option), you must always have at least one power
in each of those four categories from each of your classes.
Example: Bergen, a 1st-level fighter/rogue, wants a mixture of powers from his two classes. He selects cleave (fighter) and deft strike (rogue) as his at-will attack powers. He then selects steel serpent strike (fighter) as his 1st-level encounter attack power and blinding barrage (rogue) as his 1st-level daily attack power. When Bergen reaches 3rd level and gains another encounter attack power, he must select the new power from the rogue class, since he already has a fighter encounter attack power. Alternatively, he could use retraining to replace steel serpent strike with king’s castle, a 1st-level rogue encounter attack power, and then choose a 3rd-level fighter encounter attack power.
When Bergen reaches 7th level, he can choose his new encounter attack power from either the fighter class or the rogue class, since he already has one encounter attack power from each.
And here's the hybrid cleric as an example of a hybrid half:
HYBRID CLERIC
A hybrid cleric offers useful healing to an adventuring party, but less than a full-fledged cleric. A hybrid cleric gives up the versatility of the Channel Divinity and Ritual Casting class features.
HYBRID CLASS TRAITS
Role: Leader
Power Source: Divine
Key Ability: Strength or Wisdom
Secondary Abilities: Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Implements: Holy symbols
Bonus to Defense: +1 Will
Hit Points at 1st Level: 6
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Class Skills: Arcana (Int), Diplomacy (Cha), Heal
(Wis), History (Int), Insight (Wis), Religion (Int)
Class Features: Healer’s Lore, healing word (hybrid)
Healer’s Lore
This class feature functions exactly as the cleric class feature (Player’s Handbook, page 61).
Healing Word (Hybrid)
You gain the cleric power healing word (Player’s Handbook, page 62). The power functions as normal, except
that you can use it only once per encounter.
Interesting concepts. I think that I want to try one out . . .
What do you guys have to say?