So...Fill Me in on Hybrid Classes

Post/Author/DateTimePost
#1

tequila_sunrise

Jun 03, 2009 17:04:21
Sounds like 3e's gestalt. I could be playing a hybrid game this weekend, but I haven't been keeping up with the recent splat material so a quick rundown is appreciated.
#2

lemonfrosted_dup

Jun 03, 2009 17:15:16
Only like gestalt in the most general terms.

Your character is two half classes. From each class you get a portion of the total class features, many of which are altered versions of the original features, i.e. the hybrid fighter can only mark with her fighter powers. Feats allow you to obtain additional features.

The system is still in playtesting, so is unpublished.

The rising nomenclature on the boards is to indicate multi-classing with a slash (/) and hybrid characters with a bar (|). Fighter/wizard vs. Fighter|wizard.
#3

stevem22

Jun 03, 2009 17:17:05
Sounds like 3e's gestalt. I could be playing a hybrid game this weekend, but I haven't been keeping up with the recent splat material so a quick rundown is appreciated.

Currently it is like a soup, in the early part of the afternoon. Needs more spice. Needs a lot more time to simmer.

;)

Seriously, it's just not all that complete and needs more work and tweaking. It's definitely still well in playtest mode from what I've read and tried to do with it.
#4

valdrax

Jun 03, 2009 17:25:33
Sounds like 3e's gestalt. I could be playing a hybrid game this weekend, but I haven't been keeping up with the recent splat material so a quick rundown is appreciated.

Kind of, but less broken. Here's a general run-down.

  • Pick two classes.
  • Gain, effectively, the average of their starting HP, HP per level, & healing surges. Also their defense bonus, in a way -- +2 classes give a +1 to that defense, and +1 to 2-3 give you choice of one of those bonuses.
  • Gain an inclusive combination of their implement & weapon proficiencies. (A Cleric|Bard can use wands for Cleric powers and is proficient in all weapons either class gets.)
  • Gain the worst of their armor & shield proficiencies. (A Fighter|Wizard is only proficient with cloth armor and no shields.)
  • Gain three skills from the combined class skill list. Some classes will give a free bonus skill or two from the list, like Rangers or Rogues.
  • Pick powers from both of your classes. You must have one at-will from each. When you get your second encounter, utility, & daily powers, you must forever maintain at least one from each class as you retrain & replace powers as you go up in levels. (Unless you MC or use other power swap feats to trade away one of your powers. You still need to keep the "swapped out" powers balanced.)
  • Gain Hybrid class features from both classes. Hybrid features are the definitive "role feature" for most classes, and most that trigger on the use of a power now only work with powers from that class. For example, hybrid Fighters only mark when using Fighter powers, and hybrid Rogues only get sneak attack damage with Rogue powers. Leaders get their word power, but can only use it once per combat. Controllers get something random like cantrips or wildshape. Some classes get an extremly minor ability in addition to their signature ability, like the Swordmage's swordbond.
  • Other features can be bought through the Hybrid Talent feat. Like most other feats, you can only select it once. The features you can buy are explicitly listed. Some are in their original form (like an Avenger's Armor of Faith), and some are slightly nerfed (like an Avenger's Censure which only applies to attacks with Avenger powers). Most heavy armor classes have an option to give you all their armor & shield proficiencies.
  • You can take paragon paths, epic destinies, and feats for either of your classes. You can multiclass but not with either of your own classes. (So no picking up extra, missing features through MC feats).
  • You also have the option of going "paragon hybrid." You pick powers from your classes as if you'd PMC'ed with them, but instead of swapping out an at-will at 11th level, you get a second Hybrid Talent.

That's the basics. There are some tweaks here and there that need to be done with some of the hybrid features, as some classes are seriously short-changed (Paladin, Bard, Druid) and some combos are still really powerful.
#5

lofgren

Jun 03, 2009 18:07:55
Thanks Valdrax.

What about the class options? For example, do ranger hybrids get any of the features of two weapon or archer rangers? Losing those types of bonuses could be a fairly significant handicap.
#6

CdrcJsn

Jun 03, 2009 19:03:26
Thanks Valdrax.

What about the class options? For example, do ranger hybrids get any of the features of two weapon or archer rangers? Losing those types of bonuses could be a fairly significant handicap.

You can spend feats to take up class features from a list if it's not already in the base hybrid template.
#7

valdrax

Jun 03, 2009 22:04:24
Thanks Valdrax.

What about the class options? For example, do ranger hybrids get any of the features of two weapon or archer rangers? Losing those types of bonuses could be a fairly significant handicap.

The Fighting Styles are a Hybrid Talent Option. Beast Mastery gets a small nerf to the beast's stats, but it's otherwise the same.
#8

bleach

Jun 04, 2009 7:21:08
Closest analogue to hybridization is old-school (pre 3e) multiclassing...
#9

mrmyth

Jun 04, 2009 9:44:00
It actually does a pretty amazing job of finding a way to balance the acquisition of core abilities from multiple classes. There are still several areas of it in need of work, but the central design of the hybrid rules are well done.

As others have said, it is thematically similar to gestalt, but actually designed for balanced play. Gestalt was designed to let you get everything from two different classes - Hybrid limits what you get and how you can use, so that while your options tend to grow, you can't simply stack two powerful abilities together (such as Sneak Attack and Hunter's Quarry) to become stronger than non-Hybrid standard classes.