Per the High Level Campaigns book, it takes 250,000 xp for a fighter to go from level 29 to 30. For a multiclassed character with 3 classes, you could roughly triple that for somewhere around 750K xp (classes progressed at varying rates, so a thief or bard only required 120K xp, whereas a druid needed 500K xp to go from 29th to 30th). If a dual classed character picked a new class at the same time that the multiclassed character needed 750K xp to go from level 29 to 30 in all three classes, the dual classed character ought to be somewhere between levels 10 and 13 in the new class by the time Mr Multiclass gains the 750K he needs. I'll grant you, the rule about only gaining one level at a time (you would stop 1 xp shy of the next level) might cause the human to fall behind slightly, but it shouldn't be anywhere near as dramatic as you describe.
When a fighter/mage/thief is 30th level (22,500K xp), his human companion should be something like 20 ranger/20 wizard/20 cleric/20 thief/20 fighter/20 paladin/20 druid/20 bard based on xp.
Yeah, well, a bunch of his details seem strange. Shadowrun 3e was around 2005, for example. And he went from there to basic set to AD&D to 3rd? Heck 3.5 was out before he even started gaming, apparently.
When I started gaming it wasn't on AD&D, it was West End Games Star Wars,
TSR Star Frontiers, Top Secret, Shadowrun 3rd Edition,
Werewolf the Apocalypse, Vampire the Masquerade. It wouldn't be until about 4 years into my gaming tenure when my grandmother would purchase the blue and red box of original DnD for me complete with the crayon to mark the dice with.
Having begun my RP experience with systems that offered generous character options and variability. I disliked the limitation of AD&D where humans only actual benefit was they could progress through a class for a bit, then could restart progression in another class, and there was no limit to their progression, however, no group I ever played with followed that proscription, and for every 40th level Human 20 rgr/5 fgtr/ 5 rogue/ 5 mage/ 5 cleric there was a 40/40/40 Elven multiclass that shouldn't have ever been allowed.
I didn't get into DnD until 3rd Edition where some of Ed Greenwood's characters in his novels finally made sense statistically. And I adored 3rd edition, it allowed me to create the fantasy character I wanted to play in an easy to delineate manner.
Then came fourth edition which eliminated everything great about 3rd Edition but tried to turn the system into a tabletop World of Warcraft, a system I promptly demonstrated the idiocy of its lack of thought with by building a fey aspected warlock with a cape of the mountebank which let me basically deal damage and teleport, the damage and teleport, and when the GM tried to be clever and isolate me then I used the cape to teleport me back behind the line the party had formed, the whole system was stupid, not to mention the abject horror they turned the Forgotten Realms into.
Then I bought the 5th Edition players handbook, It seemed to actually streamline the 4th Edition and make it less a tabletop MMO while bringing back the simplicity of the old school blue and red boxes. However what drove me to ignore the rule set was that fundamental lack of variability that 3rd Edition actually offered. It seems like I'm pretty much stuck in the class I began the game in and I can either choose a mediocre stat bonus where I used to be able to alter the standard progression path by taking a feat, and the stat bonus would come later which demonstrated a focus in a differing area of my character's priority.
So, why should I play 5th Edition? It eliminated the wonderful options a player could take his character and even it's weak multiclassing can't portray the most famous characters of our favorite DnD novel characters. I mean, stat out Elminster the way he should be in 5th Ed, or even Mirt the Merciless.
When I started gaming it wasn't on AD&D, it was West End Games Star Wars, TSR Star Frontiers, Top Secret, Shadowrun 3rd Edition, Werewolf the Apocalypse, Vampire the Masquerade. It wouldn't be until about 4 years into my gaming tenure when my grandmother would purchase the blue and red box of original DnD for me complete with the crayon to mark the dice with. Having begun my RP experience with systems that offered generous character options and variability. I disliked the limitation of AD&D where humans only actual benefit was they could progress through a class for a bit, then could restart progression in another class, and there was no limit to their progression, however, no group I ever played with followed that proscription, and for every 40th level Human 20 rgr/5 fgtr/ 5 rogue/ 5 mage/ 5 cleric there was a 40/40/40 Elven multiclass that shouldn't have ever been allowed. I didn't get into DnD until 3rd Edition where some of Ed Greenwood's characters in his novels finally made sense statistically. And I adored 3rd edition, it allowed me to create the fantasy character I wanted to play in an easy to delineate manner. Then came fourth edition which eliminated everything great about 3rd Edition but tried to turn the system into a tabletop World of Warcraft, a system I promptly demonstrated the idiocy of its lack of thought with by building a fey aspected warlock with a cape of the mountebank which let me basically deal damage and teleport, the damage and teleport, and when the GM tried to be clever and isolate me then I used the cape to teleport me back behind the line the party had formed, the whole system was stupid, not to mention the abject horror they turned the Forgotten Realms into.
Then I bought the 5th Edition players handbook, It seemed to actually streamline the 4th Edition and make it less a tabletop MMO while bringing back the simplicity of the old school blue and red boxes. However what drove me to ignore the rule set was that fundamental lack of variability that 3rd Edition actually offered. It seems like I'm pretty much stuck in the class I began the game in and I can either choose a mediocre stat bonus where I used to be able to alter the standard progression path by taking a feat, and the stat bonus would come later which demonstrated a focus in a differing area of my character's priority.
So, why should I play 5th Edition? It eliminated the wonderful options a player could take his character and even it's weak multiclassing can't portray the most famous characters of our favorite DnD novel characters. I mean, stat out Elminster the way he should be in 5th Ed, or even Mirt the Merciless.
It has been my experience that the players who have had the hardest time adjusting to 5E have been those who started in 3E. While the mechanics of 5E are closest to 3E, the design style is vastly different, being much closer to AD&D and 4E. 3E attempted to have detailed rules for many different possible scenarios, while 5E has tried to simplify the rules as much as possible. 3E had system mastery, where player skill in character design was a huge benefit, while optimized characters in 5E aren't that much stronger than the average character.
As others have said, there is nothing wrong with not liking 5E, and you should play a game system that fits your preferences. Rather than suggest you continue to play 3E, however, I would suggest looking into Pathfinder as an alternative, since not only is it a cleaned up system, but it is a currently supported product by Piazo. Happy gaming.
Really, because it's the current edition. It means there's a community to engage with, organized play, and new material coming out (however slowly)....Fifth Edition.....Why?
5e does not have nearly the wealth of character-building options that 3e and 4e did (and PF still has & continued to build upon). It's not as eminently breakable as 3.x/PF nor as nearly-balanced as 4e. It /is/ much more evocative of the classic game than either of them - but since you never cared for the classic game, that's not a positive, either.When I started gaming it wasn't on AD&D, it was West End Games Star Wars, TSR Star Frontiers, Top Secret, Shadowrun 3rd Edition, Werewolf the Apocalypse, Vampire the Masquerade. ... Having begun my RP experience with systems that offered generous character options and variability. I disliked the limitation of AD&D .... I didn't get into DnD until 3rd Edition, it allowed me to create the fantasy character I wanted to play in an easy to delineate manner. ...
So, why should I play 5th Edition? It eliminated the wonderful options a player could take his character

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.