I also think it's more descriptive to say "professor so-and-so is a warm-hearted and easy to talk to, an expert in his own right, but a little disorganized and absent-minded" than it is to say "Int 15, Wis 9, Cha 14". However, after learning how to play D&D, when I look at the latter, the former comes to mind. The same is true in my class level example. The rules are an abstraction of a narrative, and I've learned to connect the two. That's a pretty inherent part of rpgs to me.Well, what you describe right there does absolutely nothing for me. To just have numbers after my class names and have that actually be a description of my character? Nuh uh. I might as well just use percentages... "I'm a 30% fighter, 50% rogue, 20% assassin."
Does that actually describe the character's history or goals in any way, shape or form? Well, considering I don't think just being a 'Fighter' describes a character's history or goals in any way, shape, or form... tacking additional class names onto isn't going to clear things up in my opnion.
"I'm a former member of the city guard who killed a fellow officer in cold blood, and now I'm on the run earning my living as bounty hunter."
THAT to me is at least on the way to describing the character's history and goals. Much more than "fighter 5/rogue 3/assassin 4".
Assuming only the 4 classic classes (fighter, thief, cleric, mage). How about a system, that makes you chose a primary multi-class when you multi-class. Meaning you can be both a fighter-thief (thug) and a thief-fighter (assassin?) or a fighter-cleric (paladin) and cleric-fighter (warpriest).
it seems to me that how multiclassing should be handled depends on how classing is handled.
Multiclassing is a tool that allows you to build things not available in a specific class. If they intend to have tons of classes, they have less need for multiclassing. If they intend to go with a few very broad classes, multiclassing becomes a far more important tool.
Both approaches can work, thought the former approach requires either a long line of splatbooks, or class-construction tools in the GM's hands.