Sword of Spirit
Legend
Now that you've got me thinking about simple options again, how about this one.
1) Must meet the multiclassing ability score requirements of both classes (this system assumes only two classes)
2) Gain the better HD, weapons and armor proficiencies (alternatively, gain the weaker weapon and armor proficiencies, plus the multiclass version from the better class--more satisfying but requires special exceptions to deal with certain situations)
3) Gain the highest number of skills--select from combined list
4) Choose one class, and gain the saving throw proficiencies (alternatively--take your choice of good and not-so-good save from the classes options, but that's less simple)
5) Gain any other proficiencies, such as tools, musical instruments, languages, specific bonus skills, etc
6) Gain levels and HD at same XP as everyone else, and use the same proficiency bonus
7) Gain all class features from each class.
8) Do not gain duplicate features, such as extra attack, channel divinity (see standard multiclassing rules), or ASIs at the same level
9) Gain spell slots from each class and add together -- do not use the multiclass spellcasting table from the PHB. Learn and prepare spells from each class separately.
10) For purposes of class features gained or advanced by class level, your class level may not be the same as your character level. To determine your class level (applies to both classes), you simply advance as normal, except that you don't gain a class level increase at character levels 2, 7, 12, and 17, though you still gain your HD and proficiency bonus increases.
This means you will max out at 16th level, where you gain an ASI. This is a good level because it means that nobody loses more than one ASI. A fighter/rogue actually gets 7, as much as a single class fighter. 16th level also gives very little else beyond what 15th level gives (no spell slots, for instance). Some classes gain a spell prepared, and/or a point of some sort, and the barbarian gains an extra point of damage when raging. Other than that, it's pretty much the ASI that you are getting, which really helps solve the problem of how to keep those in line with where they need to be. Also, my gut tells me that 16th level is probably the right balance spot.
The only major problem I can see is that weapon damage scaling from multiple classes needs some sort of rule to prevent it from over-stacking. It's probably fine to let a fighter rogue have 2 attacks and 16th level sneak attack, but 3 attacks is too much. The same goes for the other 11th level damage bumps that all primary weapon using classes get. You really shouldn't be able to stack those. If I could fix that problem, I might have a more workable simple system for my needs.
1) Must meet the multiclassing ability score requirements of both classes (this system assumes only two classes)
2) Gain the better HD, weapons and armor proficiencies (alternatively, gain the weaker weapon and armor proficiencies, plus the multiclass version from the better class--more satisfying but requires special exceptions to deal with certain situations)
3) Gain the highest number of skills--select from combined list
4) Choose one class, and gain the saving throw proficiencies (alternatively--take your choice of good and not-so-good save from the classes options, but that's less simple)
5) Gain any other proficiencies, such as tools, musical instruments, languages, specific bonus skills, etc
6) Gain levels and HD at same XP as everyone else, and use the same proficiency bonus
7) Gain all class features from each class.
8) Do not gain duplicate features, such as extra attack, channel divinity (see standard multiclassing rules), or ASIs at the same level
9) Gain spell slots from each class and add together -- do not use the multiclass spellcasting table from the PHB. Learn and prepare spells from each class separately.
10) For purposes of class features gained or advanced by class level, your class level may not be the same as your character level. To determine your class level (applies to both classes), you simply advance as normal, except that you don't gain a class level increase at character levels 2, 7, 12, and 17, though you still gain your HD and proficiency bonus increases.
This means you will max out at 16th level, where you gain an ASI. This is a good level because it means that nobody loses more than one ASI. A fighter/rogue actually gets 7, as much as a single class fighter. 16th level also gives very little else beyond what 15th level gives (no spell slots, for instance). Some classes gain a spell prepared, and/or a point of some sort, and the barbarian gains an extra point of damage when raging. Other than that, it's pretty much the ASI that you are getting, which really helps solve the problem of how to keep those in line with where they need to be. Also, my gut tells me that 16th level is probably the right balance spot.
The only major problem I can see is that weapon damage scaling from multiple classes needs some sort of rule to prevent it from over-stacking. It's probably fine to let a fighter rogue have 2 attacks and 16th level sneak attack, but 3 attacks is too much. The same goes for the other 11th level damage bumps that all primary weapon using classes get. You really shouldn't be able to stack those. If I could fix that problem, I might have a more workable simple system for my needs.