Charles Rampant
Adventurer
If you say so, mate. You've expended a huge number of words trying to prove that the sky is blue, when I never said it wasn't, but instead said that I prefer my own worlds to have red skies.
That's a very.. romantic way of imaging the Character Builds & Optimization. Aside from the various class optimization guides, where the emphasis is power - and typically combat power at that - the majority of the posts are: Class/race/misc combo presented, followed by requests to make them the most effective, in other words, a request for advice regarding the best numbers/returns through option choice. And often a 'dip' is recommended, which obviously involves multiclassing.
Those dips, most of the time, are not about the roleplay optimization of a character but instead about getting the best numbers/most powerful options. As your say in your reply, ''The optimization board usually starts off like this: I have this concept of blah and blah help me optimize this build around that concept.'' Those asking for advice on optimization are not looking for role-play advice. Nobody is replying, ''Well, try to imagine what motives your character, what drives them'' or ''Have you considered what responsibilities define your character?'' Replies are, the vast majority of the time, advice regarding which options to choose for the best possible mechanical performance of a character, typically with regards to combat, be it through direct damage, control or utility.
Multiclassing present options - and often those options synergise to present particularity powerful builds. So naturally, when asked for advice, there are often suggestions to multiclass (..regardless of the validity of said suggestion). With multiclassing being a key component, via dipping or by simply taking X levels, in the advice on how to 'optimize my character concept', is it any wonder that multiclassing is so strongly associated with 'power gaming'?
Whether multiclassing does actually lend itself to building better characters is a moot point. The fact is that multiclassing is often given as advice to get the best returns on a build and there are many reasons why people make such suggestion: multiclassing can provide options and a few classes are particularly frontloaded in terms of abilities they offer, making for great dips. Your point on capstones is sound, if of course players are expecting to ever reach those levels which is not a given (for example, if a group does not intend to play until 17-18). I'd argue that campaigns that reach such high levels of play are in the minority and as a result multiclassing is an attractive option to many groups where higher level abilities of single classed character will not be enjoyed.
Just to be clear, I'm not saying power gaming is a some how 'bad wrong fun' - and it may simply be a matter of semantics (often people prefer the term 'optimizer' than 'power gamer' due to the latter being perceived negatively. Folks are welcome to hash out the differences in their own time). The point I'm making is that multiclassing is often advised as a way of getting more out of a build, often by advising a 1-3 level dip, with the intent of providing more power to a build through additional options and/or certain synergies. As such, multiclassing is often associated with power gaming. Whether it actually makes for powerful characters is obviously up for debate and often depends on the context the build is intended to operate within.
The DM really does have a choice about the in-game things he allows in his game, but MCing is not in-game, it's metagame.
You can say you don't allow warlocks, you can say you won't allow fighters, but if you allow those classes and the abilities that they have then you cannot disallow MC fighter/warlocks on the grounds that it doesn't fit the vision for your campaign. You already do allow those things in your campaign!
If you allow training in weapons and armour, and you allow warlocks, you cannot say that warlocks with weapon/armour training are against the laws of physics! What in-game reason prevents them?
If you say so/believe so great! But that has nothing to do with the perceived relationship between multiclassing and powergaming.
Whether multiclassing does actually lend itself to building better characters is a moot point. The fact is that multiclassing is often given as advice to get the best returns on a build and each has their reasons for making such a suggestion. For example, multiclassing can provide options and a few classes are particularly frontloaded in terms of abilities they offer, making for great dips. Your point on capstones is sound, if of course players are expecting to ever reach those levels which is not a given (for example, if a group does not intend to play until 17-18). I'd argue that campaigns that reach such high levels of play are in the minority and as a result multiclassing is an attractive option to many groups where higher level abilities of single classed character will not be enjoyed.
Just to be clear, I'm not saying power gaming is a some how 'bad wrong fun' - and it may simply be a matter of semantics (often people prefer the term 'optimizer' than 'power gamer' due to the latter being perceived negatively. Folks are welcome to hash out the differences in their own time). The point I'm making is that multiclassing is often advised as a way of getting more out of a build, often by advising a 1-3 level dip, with the intent of providing more power to a build through additional options and/or certain synergies. As such, multiclassing is often associated with power gaming. Whether it actually makes for powerful characters is obviously up for debate and often depends on the context the build is intended to operate within.
Let me paraphrase what I'm getting out of this to make sure that I understand. It seems this post is putting forth that there is only one reason to multiclass, which may have negative feelings in the community with the caveat that it doesn't matter if they are true, then uses that as an argument again multiclassing.