Aldarc
Legend
I would lean more towards question #1 and #3, but I will rephrase my question, if that helps. In 5E, there are a lot of various multiclass combinations that see common play. Some of these are simply one or two-level dips, which are clearly meant for basic starting proficiencies and abilities. But we also see other combinations that tend to be more conceptual (and mechanical to a lesser extent). Based upon what you have seen regarding these common multiclass combinations - again, excluding the MC dips - what new single-class or subclass concepts/archetypes do you think are lacking in 5E that would help alleviate some of the multiclass problems that you see?It depends on what you mean.
I could answer that question with 3-4 different answers.
Do you want me to answer in regards to what character concepts can't be reached and effective by some specific level using the current multiclass rules?
Do you want me to answer in regards to what character concepts are mechanically ineffective at level 5?
Do you want me to answer based on what I can fluff around an existing class to get the concept I want?
I apologize if you feel that I am misrepresenting your argument. You have acknowledged exceptions, but despite that your language tends to come off a little too strong and absolute. Again, that may be another source of conflict in regards to this thread, especially when one looks back at the semantic disputes regarding exceptions.What makes you think anything I say is so absolute there are no exceptions ever? It's easy to beat down a viewpoint when you constantly characterize it in the most extreme way possible.
I'm not a fan of dipping or starting in one class for a level and then switching to the actual main class, though I have been guilty of it myself. As you say, some of the EB builds are a bit too ubiquitous. Would you house rule against multiclassing until level 6?Multiclassing can give a sufficient final product at higher levels. I've been adamant that it's not as bad post level 5. It does have mechanical issues at level 5. Thus, the popularity of eldritch blast multiclass combinations. Eldritch blast bypasses the normal mechanical issues of 5e multiclassing and thus you see a large number of eldritch blast multiclasses. It's one of the most common examples.
However, a class/subclass designated explicitly to your concept should never have mechanical issues and will have an organic feel when it comes to leveling as your character concept of choice. The class/subclass may not exist yet but that doesn't mean that one couldn't be created that fit your concept nearly perfectly. There's always going to be some level of approximation seeing as we are dealing with a discrete leveling system that works on tradeoffs (take one thing instead of something else).
Now with the right class/subclass you should be easily able to hit post level 5 and have your concept in tact the whole time from level 1 on. Then multiclassing because useful to give some variability without having to create many slightly different iterations of similar classes/subclasses.
That said, I'm not entirely sold in regards to your argument here in the second paragraph. I agree that a class/subclass designated explicitly to my concept should ideally not have mechanical issues while also having an organic feel when leveling. One of the primary problems, however, is what you highlight: that "level of approximation" varies wildly sometimes, from class to class, subclass to subclass, and character concept to character concept.
Again, let's take the Arcane Trickster as an example. The AT gets to jump into being an AT at 3rd level (assuming it already does not have a cantrip) and it gains its abilities gradually, as per your argument. But it has several things going against it. 1) It has a limited spell selection: not every "trickster spell" will be either illusion or enchantment, and there's not too much room for expanding beyond that. An AT also does not get 4th level spells until 19th level. Contrast this with 3rd edition. You don't get to jump into the AT PrC until much later. Assuming you go Rogue/Wizard, then you require Rogue 3/Wizard 5 for +2d6 sneak attack and 3rd level spell requirement. So you don't get to be an actual AT until 9th level, but you are already jumping into the basic archetype at around 4th level: a rogue who wizards or a wizard who rogues. With each AT level, you are gaining +1 to your spellcasting level. So when you are "finished" at Rogue 3/Wizard 5/Arcane Trickster 10, you are casting 9th level spells at level 18 and have +7d6 sneak attack. (Of course, sneak attack was abysmal in 3rd edition and you may be better off just playing a godly wizard in 3e, but that is beside the point.) There are similarities between the 3E and 5e Arcane Trickster, but the range of difference between them also suggests that one can't necessarily just take your 3E Arcane Trickster and make him the 5E Arcane Trickster without multiclassing him into the 5E wizard. And one may even just suggest making a wizard with the criminal background, though you also obviously then lose out on the sneak attack, mage hand features, rogue defensive mobility, etc.
As an aside, I'm not here to argue; I'm here to have a fruitful discussion with you, and I think that it has been so far. Anyway...How can anyone argue when you put it in that light, but that's not quite the case.
I have not noticed any significant problem with low-level multiclassed characters. Yes, some characters get their 3rd level spell, extra attack, or other big features around 5-6th level. Again, you value that incredibly highly in terms of "vertical depth." But I have seen many low-level multiclass characters hold their own or even surpass single-class characters who have these game-changing features you praise to the moon.It's all relative to the other members of your party. If everyone decides to multiclass 2 levels pre level 5 then it's not nearly as big of an issue. The DM can scale encounters accordingly and all is well since the party is on roughly an even playing field. However, if the rest of the party takes the big jump at level 5 and gets their level 5 abilities (extra attack, fireball, spirit guardians, stunning strike, etc...) then you will be significantly behind until you get one of those abilities as well.
You can try to paint the picture that you are gaining more "options" and versatility but what you may gain in versatility in 5e is not going to come close to bridging that power gap. There's not enough horizontal versatility to be had pre level 5 to accomplish that goal.
As I stated above if the idea is a well rounded character or to fulfill a character concept then classes and subclasses will accomplish that goal better pre level 5. It's just the class with the features in it you want needs to first be designed.