Jun
So every new version, brings new changes, and 4.0 is not without its. One of the first things I noticed when looking over the new 4.0 rules was the change in character development. If you are familiar with 3.# rules, then you know there was a period in your characters leveling that was the sweet spot. These were the levels before that your guy seemed out of place and not as much use as another players. Then the levels where you start to hit your stride. Then after those levels your character got back to the same old, no major progression, but your still playing in hopes of fun treasure. Well once again, they are trying to fix that issue, with the release of tiers for your level advancement.
Here is a breakdown of the different tiers:
Levels 01 – 10 // Heroic Tier
From the PH: In the heroic tier, your character is already a hero, set apart from the common people by your natural talents, learned skills, and some hint of a greater destiny that lies before you. Your capabilities are largely determined by your choice of character class and to a lesser extent by your race. You move around on foot or on a relatively mundane mount such as a horse. In combat, you might make mighty leaps or incredible climbs, but you’re still basically earthbound. The fate of a village might hang on the success or failure of your adventures, to say nothing of the risk to your own life.
Levels 11 – 20 // Paragon Tier
From the PH: In the paragon tier, your character is a shining example of heroism, set well apart from the masses. Your class still largely determines your capabilities. In addition, you gain extra abilities in your specialty: your paragon path. When you reach 11th level, you choose a path of specialization, a course that defines who you are within a certain narrow range of criteria. You are able to travel more quickly from place to place, perhaps on a hippogriff mount or using a spell to grant your party flight. In combat, you might fly or even teleport short distances. Death becomes a surmountable obstacle, and the fate of a nation or even the world might hang in the balance as you undertake momentous quests.
Levels 21 – 30 // Epic Tier
From the PH: In the epic tier, your character’s capabilities are truly superheroic. Your class still determines most of your abilities, but your most dramatic powers come from your choice of epic destiny, which you select at 21st level. You travel across nations in the blink of an eye, and your whole party might take to the air in combat. The success or failure of your adventures has far-reaching consequences, possibly determining the fate of millions in this world and even planes beyond.
Now the way multi-classing works now, you no longer take a level in another class at a level up. Instead, if you meet the prerequisites, you can take a feat from another class. This is to hopefully allow for better combinations if you want to play, say a Wizard/Fighter. Before if you tried that, your character would be a little gimped based on the lack of hit points you would acquire.
Multiclass feats allow you to dabble in the class features and powers of another class. You might be a fighter who dips his toe into wizardry, or a warlock who wants a smattering of rogue abilities. Each class has a class-specific multiclass feat that gives you access to features from that class.
With the new multi-class system, you will only be allowed to multi-class once, no more, Fighter/Barbarian/Druid abominations.
Class-Specific Feats
There are two restrictions on your choice of a class-specific multiclass feat. First, you can’t take a multiclass feat for your own class. Second, once you take a multiclass feat, you can’t take a class-specific feat for a different class. You can dabble in a second class but not a third.
A character who has taken a class-specific multiclass feat counts as a member of that class for the purpose of meeting prerequisites for taking other feats and qualifying for paragon paths. For example, a character who takes Initiate of the Faith counts as a cleric for the purpose of selecting feats that have cleric as a prerequisite. These feats can qualify you for other feats; for example, a warlock who takes Sneak of Shadows can use the rogue’s Sneak Attack class feature, which means that he meets the prerequisite for the Backstabber feat.
and lastly,
Power-Swap Feats
The Novice Power, Acolyte Power, and Adept Power feats give you access to a power from the class for which you took a class-specific multiclass feat. That power replaces a power you would normally have from your primary class. When you take one of these power-swap feats, you give up a power of your choice from your primary class and replace it with a power of the same level or lower from the class you have multiclassed in.
Any time you gain a level, you can alter that decision. Effectively, pretend you’re choosing the power-swap feat for the first time at the new level you’ve just gained. You gain back the power that you gave up originally from your primary class, lose the power that you chose from your second class, and make the trade again. You give up a different power from your primary class and replace it with a new power of the same level from your second class.
You can’t use power-swap feats to replace powers you gain from your paragon path or epic destiny. If you use retraining to replace a power-swap feat with another feat, you lose any power gained from the power-swap feat and regain a power of the same level from your primary class.
That pretty much wraps up the Tiers and Multi-classes, tomorrow we shall dabble some into encounters, dungeons, and the Economy/Rewards.

