Tony Vargas
Legend
MCing increases the complexity of the system and the system mastery required to use it, in exchange for that somewhat increased flexibility. Classless systems just cover more concepts without needing kludges and increased complexity.I don't think that creating a tool to expand the flexibility of a system demonstrates that the system is "innately inadequate". On the contrary, if the tool works and the system becomes more flexible, obviously it's not innately inadequate.
Class-based systems do have their advantages: they can be evocative of a property or genre, can make character generation more of a broad-strokes process, and so forth. But they are innately poor at covering a broad range of concepts.
More slopes than speeds, but sure.You wouldn't say that gearshifts are a sort of tacit admission that bicycles are innately inadequate for travel at a reasonable range of speeds.

Well, this is a 5e forum, and 5e makes multi-classing explicitly optional, and is all about evoking the classic game, so, while they may have tested it some, it's not /assumed/ ...That depends on two things
Is multiclassing assumed as a part of the system or somehow relegated as an outside element. Maybe early classed systems treated it as an outside element but it seems most modern classed sysyems are built and tested with multi-classing as an expectation.
...rather like Feats and Magic Items and powergaming in general.
But, even if you assume multiclassing, you're still fighting the class-based design with it. As a sort of thought experiment, take 3.5 multiclassing to the logical extreme, make it easier and easier to combine smaller and smaller elements of each class in more and more combinations: eventually the classes are gone, they're just arbitrary headings for lists of abilities.
Granted. My idea of reasonable is probably pretty unreasonable.Second, it depends on what you define as "reasonable" as far as number of concepts.

Last edited: