D&D 5E How should multiclassing be handled in 5E?

I don't care for any multi-classing idea that is trying to turn D&D in a skills-based game on the sly. Not that I have anything against skills-based games, but a skills-based game trying to pretend to be a class-based game is going to have all kinds of annoying and clunky problems that could have been avoided by being more direct.

Assuming Next is not going to break from tradition on that particular divide, then it is class-based. That means that picking a level in a class gives a package of stuff that is at least somewhat niche protected. It also means that, if presented in any reasonably simple manner, there will have to be some form of multi classing to showcase a full range of character options.

Not unlike Robbie's idea, I've thought that basing the whole game around the gestalt rules (only cleaned up and simplified) would have opened a lot of room in a real class-based system. That's an example that allows breadth but is still a class-based game.

3E's version breaks because it tries to have it both ways--pretending all levels are equal when it knows darn well they aren't. 1E/2E can work conceptually, but got buried under the weight of all the clutter it was trying to convey in a haphazard manner. Cleaned up, it could be pretty nifty. 4E's version is too specialized to cover all the ground a wide-open Next would need. (The full potential of kits, prestige classes, paragon paths, and epic destinies has never been explored, either, because their respective systems had too many problems to allow them to work well and clearly.)
 

log in or register to remove this ad

I would vote that the basic version of 5E D&D should not have multiclass. I have experienced too many instances of munchkinism over the years involving combining fighting prowess with spell casting. Perhaps the 3 levels of complexity should be,
BASIC - class only
INTERMEDIATE - multiclass
ADVANCED - point buy
 

Multiclassing has always been extraordinarily popular with a large number of people. Even in 1e/2e people loved multiclassing and often house-ruled in ways to make it easier. And it makes a certain amount of sense to allow some ability to pick up at least a handful of skills from other trades. I myself am a scientist, but I also know a little bit about auto mechanics, quite a lot about history and civics, and am proficient in several languages. I could probably focus my efforts on science and be a much better researcher, but I like being a well-rounded individual. I imagine fantasy adventurers would be much the same. Many of them would want to at least learn a little magic, perhaps a few roguish tricks, or better skill with weapons. It makes sense that dabbling would be possible in some form or fashion. I like class-based systems, but they need to allow a greater degree of customization than vanilla 4e multiclass feats. I think the 3e/PF approach as well as 4e hybrid classes is going overboard though. Some sort of medium is there.
 

I would vote that the basic version of 5E D&D should not have multiclass. I have experienced too many instances of munchkinism over the years involving combining fighting prowess with spell casting. Perhaps the 3 levels of complexity should be,
BASIC - class only
INTERMEDIATE - multiclass
ADVANCED - point buy
I'd like this to be the way they would do it.

I know many people look down on the idea of point buy D&D, but this is exactly what my friends and I want to play (and no, we don't want to play GURPS or whatever, we want to play D&D).
 

I'd like to be able to start with a character who survives by his wits and staying out of danger (rogue), who realizes he needs a little bit of swordsmanship to handle a nemesis of his (fighter), then decides to learn several different varieties of magic so he can heal his allies (cleric), teleport short distances (wizard), and speak to animals (druid).

Elminster?
 

I'd love to eliminate the need for multiclassing altogether by providing enough customization within classes, feats, specialties, reflavoring, and maybe some sort of graduating class (prestige class, paragon path, something story-driven) to allow for anyone's character concept to be fully realized. In my experience, multiclassing for any other reason than to flesh out a character idea is to me fishing for some sort of mechanical advantage and leads to bad places.
 

I myself am a scientist, but I also know a little bit about auto mechanics, quite a lot about history and civics, and am proficient in several languages. I could probably focus my efforts on science and be a much better researcher, but I like being a well-rounded individual.

It is not the best analogy IMHO. Are you able to be a professional scientist and mechanic (or linguist, historian) at the same time? There are people who do 2 professions at the same time, but nearly all of them have a primary profession, and use the second to make a few bucks in their free time, for example teaching piano.

But the most common purpose of multiclassing before 3e was being "professional" enough in all those classes, i.e. use both your Fighter and Wizard class in adventures.
 

I'd love to eliminate the need for multiclassing altogether by providing enough customization within classes, feats, specialties, reflavoring, and maybe some sort of graduating class (prestige class, paragon path, something story-driven) to allow for anyone's character concept to be fully realized. In my experience, multiclassing for any other reason than to flesh out a character idea is to me fishing for some sort of mechanical advantage and leads to bad places.
This would be fantastic, but how to do it?
 

It is not the best analogy IMHO. Are you able to be a professional scientist and mechanic (or linguist, historian) at the same time? There are people who do 2 professions at the same time, but nearly all of them have a primary profession, and use the second to make a few bucks in their free time, for example teaching piano.

But the most common purpose of multiclassing before 3e was being "professional" enough in all those classes, i.e. use both your Fighter and Wizard class in adventures.
I agree with you, to a certain extent. But a 10th-level wizard who takes one level of fighter is hardly considered a professional fighter. He might use those skills in his profession, but they will not be his primary means of getting things done. Likewise, I have certain advantages to being knowledgeable in automotive mechanics (I save myself money for going to the mechanic for simple things like changing batteries, oil changes, filter changes and the like, plus you'd be surprised how sometimes knowing how a car works helps you come up with novel solutions in a laboratory), history (science has a certain sense of ethics which must be maintained and historical knowledge helps reinforce those ethics), and knowing at least basic conversational ability in several languages helps me communicate with my peers from other countries. So they all add something to my value as a scientist. I might not be able to make a living teaching Russian or Spanish or working as an auto mechanic, but it certainly enriches my value as a scientist.
 

3e Multiclassing please, but with the addition of quicker shorter roots by using several of the 4e options. Sometimes I want to be a rogue/fighter and sometimes I want to be a rogue who fights and sometimes I want to be a rogue who can cast a specific spell. Leveling options (3e option), feat options (4e), class ability swapping (PF archtypes), would be nice. I wouldn't mind dual classes, but I think we've moved beyond seperate XP charts and I'm not itching to go back them. Personally I think more options the better. I enjoy making decisions about my character advancement and I don't mind a little complexity in doing so.
 

Remove ads

Top