|Ryan Dancey CEO, Goblinworks|
|9 people marked this as a favorite.|
The plan right now is that each "role" (class) has a Key Object. Bound to the Key Object are various character abilities that map to the class features of the tabletop classes. You can have two Key Objects equipped, and you can switch between them instantly. So a multi-class Pathfinder Online character is one that has the Key Object for two different roles equipped.
However, that means that you've made a significant tradeoff. While having the Key Object for a role in one set of slots gives you access to that role's feature set, you might want to put something other than a Key Object in the other set of slots. Like a ranged weapon, or a harvesting tool, or a different version of the Key Object for the same role (Maybe you want a sword that has keywords useful against undead in one set of slots, and a sword that has keywords useful against oozes in the other, for example).
The ability to mix & match these Key Objects is how we approximate multiclassing. We can blur those distinctions even further if we make Key Objects that class role boundaries - a Key Object useful to both a Cleric and a Rogue, for example, that isn't as focused as one built for just one role, but creates interesting synergies that might make the item worth using for some characters.
Then you consider the wide range of things like armor, magical items in the ring, head, cloak, boot, and belt slots, and how those objects affect your character and potential provide additional slottable abilities, and you get rapidly into a fractal space where characters can be highly divergent.
What we're not going to try to do is create well-defined role templates out of those combos. Players may do so on their own initiative, but we're not going to be held to them - what you do in terms of how you build out your character is your own choice, it's not a blueprint endorsed by us.