And high level benefits are not balanced against low level benefits, let alone level 1 benefits. Therefore, multiclassing under your system is severely unbalanced. QED.
That's fine, but pretending that's balanced is absurd.
It IS balanced.
Its balanced in the sense that each PC gets the same choices offered to them when leveling. This is what I meant when I said
ME
The spells are not balanced, but the opportunities are.
Every choice- be it in the RW or in a game- involves benefits and costs. Among those costs are "opportunity costs"- all of those other benefits you forgo when you make your decision.
Example 1: I was shopping for a guitar in 2005, and found the Subhuman from Malden. At the time, it was $800. I passed on it, and purchased something else (not a guitar). Shortly thereafter, it was featured in several international guitar magazines. Its now around $1200.
The purchase I made then was good, but it cost me the Malden at the original price. Now I'd have to pay 50% more.
Example 2: Besides my native tongue, I've studied German, French, Latin, Spanish, Japanese, and Russian. The one I've studied the most and from the earliest part of my life- German- is the one in which I'm the most fluent. The last on the list is the one I speak the worst. Each additional language I studied meant time taken away from studying the others, costing me fluency. In addition, the cost of not studying the other languages earlier on in life cost me fluency in those as well. While some lessons applied across languages, I never just jumped to the head of the class in Japanese because of my fluency in German.
Fair & balanced? Sure, because that's the way humans learn- we can't just cut and paste knowledge & skills.
Similarly, a PC in D&D has a choice each time he levels- whether to multiclass or to continue in his original class. If he takes the multiclassing option at a low level, his opportunity cost is (initially) a low level (but still probably more powerful) ability in his original class, which "ripples" as the PC continues to advance, ultimately causing the loss of the original class' pinnacle abilities.
Therefore, multiclassing under my system is balanced because it is fair. QED.
If the player is so concerned about gaining MM as a 14th level PC, he should have taken it at 1st or 2nd.
For Conan (high-level warrior in D&D) to walk into Hogwart's Academy on day 1 (taking his first level of Wizard in D&D), demanding he be taught the school's ultimate secret mageries (any power greater than 1st level)
and getting them would be unfair. Its cutting in line; its "social promotion."
In addition, it would contribute to the marginalization of the non-magic using classes. Other than RP reasons, why would anyone toil on as a solo-classed Rogue or Fighter when they'd bypass an incremental improvement in their abilities for gaining an impressive and utterly new magic power? (Classic "Law of Unintended Consequences" consequences.)
And these points relate to balance how? Incidentally, it's not too uncommon for heroic fantasy characters to do these things regularly, not to mention that the single-class ramp is unrealistically fast on its own.
1) They demonstrate the accrual basis for human learning.
2) They illustrate fairness- I'm not allowed to "cut in line" and get top-level benefits of a course of study unless I've actually earned them.
I'll admit the dojo example was probably a bad one- all a person would have to do is demonstrate equivalent skill, which a trained warrior could probably gain quickly (witness Fight Quest)- but I've yet to see Conan toss spells like Gandalf.
Quite simply, nothing about swinging a sword around prepares you for slinging arcane energies about and warping the fabric of reality.
Again, how in the *heck* does you thinking something is realistic (an absurd statement in itself, considering that magic itself is unrealistic, but nevermind) make it balanced? The issues do not overlap. Whether something is realistic or not is irrelevant to whether it is balanced or not.
Realism has nothing to do with the subject of balance. At all.
Sure it does. At the very least, realism the starting point of game design. It provides the foundation upon which various RPG susystems are built.
Realism provides a point of comparison as to whether an RPG's other systems are balanced, and can point the designer in the direction of where tweeks could be made.
Generally, weapons in D&D and most other games provide a very reliable source of damage- swing, hit, damage, repeat. Those who rely on them tend to be tougher sorts- modeled on the athletic phenotype. Magic/Psi/Hi-Tech and other reality warpers are generally more powerful than mere weaponry, but their users tend to be less physically durable- modeled on the "bookish" phenotype. If they weren't, why would anyone seeking "power" choose the former over the latter?