What I want.
1. You need access to a trainer and time to train as the default rather than as an optional rule.
2. As El Mahdi stated, class armor and weapon proficiencies and save bonuses, etc. take time to learn. Like him, I also used training feats. However, I would like to go with something built in from the start as per Star Wars Saga multiclasssing which does not grant the new classes armor and weapon proficiencies. The armor proficiencies and weapon proficiencies are listed as starting feats and the character gets to take one upon multiclassing and can take an additional feat when they learn a new feat.
3. The one thing that I would do is make class save/Defense bonuses as startings feats using Great Fortitude, Iron Will, Lightning Reflex or only grant the class save bonus to the starting class and require multi-class characters to use their starting class bonus and have to take the feats.
I only care about the roleplaying and verisimilitude of the what is happening in the game world. No pre-planned builds.One of my issues is with training is that it often puts a burden on the player because the DM or the other players make it hard to get that training.
I had a DM who did this in an Eberron campaign we were playing. One of the players wanted to go druid, wizard into a prestige class. Because of what was going on in the game he didn't get his first level in wizard until eighth.
It was good for role playing but tactical it sucked. His first level spells were very weak they often had no effect against any enemy and it put back his getting his prestige class until I think eleventh.
So I would rather see a rule like this as an optional rule.
I like multiclassing because it gives you the ability to really do your character concept.
I don't like when players cherry pick but I also don't like any kind of power build that was built just so that character has no weaknesses. I cringe anytime I hear a player say I got this build off a char op thread.
One of my issues in multiclassing is how to work it at first level. If your concept calls for both classes at first level to make story sense it is kind of strange that you don't have access to them. For example I had a concept of a sorcerer who was hiding her sorcerer power by being a wizard. In the game sorcerers were burned at the stake. In her background when her sorcerer powers developed to protect her , her parents sent her to her uncle a wizard to be trained. So at first level I should have had access to some of the features of both classes.
I only care about the roleplaying and verisimilitude of the what is happening in the game world. No pre-planned builds.
As for Prestige Classes and the rest that follows:
I prefer class variants, additional classes, and in rare instance 3.0 variant zero level multiclassing at first level. In my opinion, Jumping from a single class at first level into multliclassing should be rare and most 3e Prcs did not need to be (and I hope PrCs stay optional and campaign dependent. Paragon Paths and Epic Destinies were one of the deal breakers for me with 4e).
I could get behind this, but there's a few other things I'd do:In AD&D, when you were multiclass, you declared it at the beginning of your career, at the same time that single classed characters chose their single class.
I'd like to see that be the default in D&D Next, and I'd also like to see a limit of 2 on the number of classes you can have.
So when you build the character, you choose either a single class, or a pair of classes. If you start at first level, you start out with a level in one of those classes, and the "level 0" (non-level based) basics of the class (weapon/armor proficiencies, skill choices).
Then each level you gain, you choose which class to put that level in. Maybe there's a requirement that you have to stay within 2 or 3 levels, maybe there isn't.
But there should be none of this stuff from 3e where you could be a Fighter/Ranger/Rogue/Druid. Just two classes. And you make a commitment to those two, when you make the character, and you don't go around dipping into a class for a level or two.
That's the way things worked in the old days -- you chose to be multiclass at character creation -- and it would solve about 80% of the problems with 3e-style multiclassing.
Now, I thought 4e multiclassing was not very good.