D&D General D&D 6e ala Steampunkette: Structural thoughts

As a designer, I don't see a problem in splashing.
Cool. So we're coming at class design from wildly different angles.
Sorcadin is fun! Coffeelock is kind of neat, but whatever. I haven't played Lockadin (and am not sure how it works? Doesn't warlock already have access to smites? I must be missing something) but I imagine it's pretty fun too.
Heavy Armor Proficiency, d10 hit dice, full weapon and shield proficiency. Take Paladin 1, then Warlock a few levels, then Paladin the rest of the way in order to always have short-rest recovery smites on hand even if you run out of Paladin spell slots for your long rest. Makes a strong "Death Knight" vibe.

And Sorcadin is fun! Because it ignores the identity of the character in favor of maximizing gameplay functionality. It's playing the game as a spreadsheet for maximum value.

Now that's not the WORST thing, obviously, lots of people enjoy it. I'd just prefer it to be more narrative and identity focused, personally. Which is why multiclass feats granting class abilities works better in my mind than just multiclassing straight up.
Sure, they are strong, arguably busted, but at least Sorcadin is, at least, interesting. Both sorcerer and paladin as singleclasses are less rich in depth than sorcadin is: she has to constantly evaluate two largely orthogonal options that solve different problems — is raw damage of smites better than utility of spells? The answer is constantly changing depending on what's going on.
I mean... no. Not really. The answer remains pretty consistent once you've decided to play D&D as a path to maximum efficiency: Whatever hits hardest is the most important thing to do. And that will typically be smites since eliminating one target from the encounter, entirely, is better than damaging a bunch of targets that will remain in the encounter after your turn.
Paladin mostly spends her spell slots on smites, sorcerer mostly spends her spells slots on, well, spells. The only reason not to throw smites (or fireballs) every turn is that you might want to save them for later. Such resource management might be interesting, but paired with a test of valuation skill it becomes deeper.
You even acknowledge that, here. Smites vs Fireballs is pretty much the gold standard of Sorcadin tactical evaluation. AoE vs ST damage.

But even a straight Paladin has to make the "Smites vs Utility" assessment. Which is why some PalPlayers prefer to smite only on Crits or when their target is low enough on health that the smite guarantees they go down, rather than doing it as often as they can.

Sorcadins use the larger spell slot availability to REDUCE that issue so they can smite more often without considering the utility question quite as much. And use Sorcery Points to make it even less of an issue.
Maybe I'm wrong, but I imagine multiclass stat requirements just kill Paladin/Druids or Paladin/Wizards. I don't remember how the actual mechanic works (I think there are just number requirements? Like 15 CHA, 15 STR to multiclass to paladin?), but I'm sure it's just more feasible to combine two classes that share the primary stat. Having high INT to qualify for multiclassing from/into wizard and high STR and CHA to qualify for paladin is unlikely.
Eh. No. Not really.

It's Str 13, Cha 13, and then whatever the other class's requirement is. (hint, it's not a 15 for any class!) Sure, it's easier to multiclass as a Paladin/Sorcerer or Paladin/Warlock, but someone could multiclass into Wizard, Druid, or Cleric by having a 13 Int or Wis.

But let's go for "It's just easier".... so why is Bardadin not as popular as Sorcadin or Lockadin? You just need a Charisma of 13 and as a Paladin multiclassing you already have that. And since a Bard is a full caster you get "Just as Many" spell slots as a Sorcerer... Right?

It's because of the Sorcery Points. And for Warlocks the short-rest slots. Hell, Sorlock/Coffeelock is popular because it breaks the Short/Long rest dichotomy by giving the Sorcerer more sorcery points every short rest. Bard can't do that.
I don't see why a very high-stated character going Pal/Wiz would be weak. Especially since wizard is the only one who has access to many utility spells (which of higher priority — damage is handled by smites/fireballs) it must be perfectly workable. Necromancer/Paladin (Hell yeah! Death knight!) especially sounds like an amazing time.
But it isn't a popular pairing. Because the class mechanics don't line up, just like the Bard. It's the Sorcery Points that make Sorcerers more attractive, and the Pact Magic that makes Warlock attractive. In both cases it provides more resources beyond the game's standard values for smiting.
Overall, I think there should be more of that, not less — elevate all other cool combinations instead of removing/nerfing sorcadins.
I'm literally talking about setting up Multiclass Feats to take Class Features without Multiclassing. That would include the Sorcerer or Warlock picking up Paladin Smiting for themselves. That doesn't "Remove/Nerf Sorcadins" it just makes it unneeded to take 2 levels of Paladin to access and doesn't grant the armor proficiencies or increased hit points.

A different way to achieve the same overall goal which is meant to be less obstructive to class designs themselves.
features need to be tied with class level for power.
usage number can be tied to overall level(proficiency bonus)

As stated, barbarians rage damage bonus of +2 is no problem for MC, it would be if it would scale in power to +4/5 irrelevant to level of barbarian

paladin smites can be "normalized" in a way that you need 5th level paladin to spend a 2nd level slot on smite and so on, sure as a sorcerer you can juggle spell slots via sorcery points for extra 1st level slots but you would be still limited by paladin level in smite power. OFC it would be easier with spell points and say that you need 1 SP for +1d8 smite damage, amount limited by paladin level.
Definitely a way to go about it, sure. If I were hewing closer to 5e's level structure I might even go for it. Though it would GUT the Sorcadin in the same way that the Eldritch Knight got Warlock-Nerfed.

And to me that screams of bad game design. If you have a "Loophole" which allows people to play in a way you didn't anticipate and your response in the revamp is to close that loophole to stop people from playing what they're enjoying, you've gone the wrong way.

WotC should've embraced people wanting to multiclass Warlock-Fighter by making the Eldritch Knight -more- of a Warlock-Fighter, not less of one, while reining in the damage values to expectations. (Or altering expectations)
 

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In any setting where XP is granted by killing goblins or accomplishing goals, every Wizard School will have a headmaster who passes out daggers and staves and says "RIGHT! If you want to learn magic we need to go kill some goblins."

"But Master, shouldn't we study magic?"

"HAH! No. You'll never learn magic that way! You need to quest to learn spells!"

If only there were some way to make leveling up a Downtime activity, rather than the explicit and exclusive result of killing people and monsters or finishing quests...
The DMG has the optional rule (Variant: Training to Gain Levels), where the PCs have to spend time and money to level up. I am using that rule in my current campaign. I am also using downtime and bastions to slow things down. The PCs started at level 3, and it has been 7 months of in-game time and they just dinged level 8.
 

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