I guess my main worry is that the only reason to do multi-classing like this (because that's what it is; it doesn't resemble 1e dual classing at all) is that it seems designed for cherry-picking the most broken combos imaginable. There's a reason, for example, that the current rules require you to do five full levels in a martial class to get that extra attack: it's really powerful! There are a few levels of every class that are clearly the most important, and being able to grab those is going to create some extremely powerful combinations, but will probably also lead to less character variety as everyone goes for the most powerful options.
I agree with what you're saying about opening up cherry-picked combos for powergaming – I don't think that's the
only thing it does, but it definitely does that more than existing rules.
The other reason is to provide more control in realizing character concepts. Just looking at those first 5 levels, there are different character stories being implied – the dual-class character is squishier, a liiiitle more magical in feel, but also quick with the sword cuts. Whereas the multiclass character is sturdier, possilby hits a bit harder (Duelist fighting style), and can pull off some incredible stunts or alpha-striking.
The intent – which I don't think I've quite captured yet – is more of a
fusion between classes. "Dual" class in the sense that the character feels like
both class X
and class Y coming out the gate.
That's one thing I've found in character creation systems that allow for maximum customization: they tend to result in much more homogenous character designs as everyone homes in on a few optimal builds. I like that the class system forces diversity, so that the characters have to rely on each other to balance out strengths and weaknesses.
I definitely agree with that. This is why in my rough draft I've gated this option behind a Feat. Not that I think a Feat is a huge price to pay for some of the combos I'm sure are possible, rather it's differentiating between players who are interested in exploding their options vs. players who are content with being "The Rogue" and not needing all the complexity this approach entails.
In the big picture, I'm trying to set up a "complexity dial" whereby a player can choose a Sidekick Class, a regular Class, engage in Multiclassing, or "Dual-classing" depending on how simple vs. how complex they want their character.
Edit: If such things matter in your games, this way of multi-classing is a bit confusing at a narrative level - why does someone who had never done much combat before get to jump right in with a high level fighter ability? Or vice versa for magic?
Well, the
intent – and I agree it isn't quite there yet – is that you'd be a Fighter/Wizard or a Rogue/Cleric right out the gate. That was why initially I'd (broken from what I'd written) put Spellcasting at 1st level.
So I guess there would be a level of the GM trusting the player to play to their character – so if I'm playing Jonah the Rogue/Wizard dual-class character, and I'm focusing on Rogue stuff initially my GM would trust me to create/play Jonah with an eye toward the intended character concept – e.g. taking Arcana proficiency, flavoring some of his Expertise skills with a bit of folkloric/minor magic, maybe "identifying" items with a bit too much confidence for his britches, etc.