Is Multiclassing Balanced?

What do you think of multiclassing?

  • It is too powerful for all types of characters.

    Votes: 6 2.4%
  • It is too powerful for spellcasters, but balanced for non-spellcasters.

    Votes: 0 0.0%
  • It is too powerful for spellcasters, but too weak for non-spellcasters.

    Votes: 3 1.2%
  • It is too powerful for non-spellcasters, but balanced for spellcasters.

    Votes: 4 1.6%
  • It is too powerful for non-spellcasters, but too weak for spellcasters.

    Votes: 17 6.9%
  • It is balanced for all types of characters.

    Votes: 74 30.2%
  • It is balanced for spellcasters, but too weak for non-spellcasters.

    Votes: 0 0.0%
  • It is balanced for non-spellcasters, but too weak for spellcasters.

    Votes: 129 52.7%
  • It is too weak for all types of characters

    Votes: 12 4.9%

I think part of the problem is not that multiclassed spellcasters are weak, but rather that due to the geometric increase of their spellcasting power, single-classed spellcasters can overshadow everyone at very high levels.

If it didn't amount to slaughtering some very sacred cows, I'd only allow 7th or 8th level spells at most to high level (16th-20th level) characters. Alternatively, I might still use the standard spell tables, but the high level spells slots (8th and 9th level) could only be used for metamagic feats added on lower level spells.
 

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As it stands in 3e now, the potency of a spellcaster scales up roughly (spellcaster level)^2. In order to make for the 3e style multiclassing to work out of the box, the power level needs to scale closer to (spellcaster level)X(character level).
 

In fact sans prestige classes like Mystic Theurge any caster class multiclassing with any other class is pretty much non-associated, while noncaster classes multiclassing with any other noncaster class is effectively associated - everything they get is of direct benefit to their primary concerns.

Design-wise, this is a feature of being geared around the extremes of design. D&D, at least from WotC, seems to be able to quantify exactly the optimal combinations of any ruleset, like it's someone's job just to find loopholes to exploit. They know who does the most damage, who has the highest AC. And if those are treated as "averages," then the threats are designed around those scores. They're designed to hit things with the highest AC, and survive things that deal the most damage. So if you aren't close-to-optimized for those extremes, you'll be hit easily and unable to deal significant damage.

On the flip side, if the game is geared toward working around the middle of the power curve, then those who do go to the extremes won't feel challenged. If you're designed to hit a mid-range AC or survive mid-range damage, those who can do more will breeze through it.

Saving throws and spell DC's are one of those things where if you're not optimized, it's hard to be effective.
 

Felix said:
Why be so wedded to the idea of even levels in your multiclassing? It's the least optimal build out there to do Non-caster 10/Caster 10. Trying to make that work is frustrating at best.
Because, unless you are human (or in the case of wizard an elf or fighter a dwarf) the multiclass penalty is out to get you unless you raise the classes evenly.
The multiclass options presented in 2e (and by that I mean even leveling [as far as the unequal XP levels would allow] accross several classes) don't exist in 3e. And I think that is altogether a good thing.
One of my fellow players came up with a system which results in ftr8/wiz8 style characters with ECL of around 12. It actually works nicely but is bit wonky to explain. The basic jist of it is that you still level classes individually, but there is a concept of primary versus secondary class. The primary class advances normally. The secondary class provides class features normally, but only advances BAB, Saves, HD and skill at half the normal rate. So the Ftr8/Wiz8 above has 8d10+4d4+12*con hit points, BAB = +10, Saves F+7, R+3, W+6 and is caster level 8. The tricky part of the system involves how XP are applied because you don't use the standard chart and I don't want to clutter this post with that part of the system.

The flaw with this system is that ftr8/wiz8 is not the same as wiz8/ftr8 and if I could figure out how to fix that, I'd write up the system fully for public use (or sale or something).
 
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Nonlethal Force said:
The only real solution to the probnlem - if you even think a problem exists - is to do away with classes. Use a % system for everything - sort of like warhammer.
Then it's no longer D&D but a Warhammer ripoff.
 

Ridley's Cohort said:
As it stands in 3e now, the potency of a spellcaster scales up roughly (spellcaster level)^2. In order to make for the 3e style multiclassing to work out of the box, the power level needs to scale closer to (spellcaster level)X(character level).
Maybe the DC spell formula shouldn't be based on spell level + caster's relevant ability modifier but rather caster level + relevant ability modifier.

Plus spellcaster has to do more than just cast spells because they can only use an X amount of spells per day. If 0-level spells can be cast unlimited that is one baby-step helpful.
 

Ridley's Cohort said:
Um. No. Not even close. Pretty much any mix or Paladin/Cleric outright sucks. As one of the major benefits of the Paladin class is to weakly replicate major Cleric class features, a mix gets reverse synergies -- the sum is less than the separate parts.
So a Clr4/PalX is terrible then, is it? You get quite a few slots for bonafide healing (which paladin spellcasting never really provides) you get a step up on the undead turning than other paladins, you lose out only on +1 BAB, you get self-buff spells like Eagle's Splendor and Bull's Strenth, you get ally-boosting stuff like Lesser Restoration and Shield Other, you get a +4 to Will Saves (which, as a melee type, is the first kind of save spellcaster will throw at you until they realize your paladinhood), you get two domain powers, and you get a limited ability to cast cleric scrolls you wouldn't otherwise.

You might not think it's optimal, but please, dispense with the offhand "Um. No. Not even close." nonsense.

Which is another way of saying you agree with what I wrote above: it is a so-so combination that requires careful building to work.
Which is another way of saying that we both agree that anything, no matter how powerful its potential, can be built poorly.

If you want a build that's balanced with optimal builds, don't you tink that careful building is going to be required somewhere? What's odd is you later on say this:

"XP penalty issues aside, any combination of Fighter, Barbarian, Ranger, Rogue is easily viable, very powerful if built correctly. Any. Every...single...one. Yes, all of them."

...very powerful if built correctly...

So why claim that Fighter, barbarian, ranger and rogue combinations, every ... single ... one ... will kick butt and take names if built correctly, and then deny noncaster/caster or caster/caster multiclasses that same benefit? You cry that building them takes "careful building to work" and that's too weak, while noncaster/noncaster multiclassing is easy; it only needs to be "built correctly".

What gives here?

Obviously not every combination is optimal. But if multiclassing is overall balanced than almost any combination would be viable without a massive powergaming opimization exercize plus a narrowly focused PrC plus some funky feats not included in the PhB.
The only combination that is absolutely not equally viable using only the core rules is the caster/caster with even levels. And I'm not convinced that this combination really should be made equal: it disregards all pretenses to specialization (which a 4-person D&D party somewhat assumes) and sacrifices quality for quantity.

If quantity has a quality all its own, then there you have it. And if you are willing to crack open a book other than the PhB, the DMG has the Mystic Theurge (which isn't narrowly focused) which will enhance your ability to create a surfeit of spells.

And if you explicitly deny any "massive powergaming optimizations" (which by definition use the rules to pack as much power into a character as possible) then the player a) isn't going to care all that much that his character doesn't have as much power, because he doesn't want to engage in a "massive powergaming optimization" or b) the player hasn't become acquainted well enough with the rules to whip up an odd multiclass easily. Forbid that some builds take time to master! Shoot, I'd say the hardest character to live with and make interesting for 20 levels is a straight fighter. And it doesn't get much more vanilla than that.

But for some reason the fact that many, many, many, many of the possible combinations of spellcaster classes absolutely suck somehow does not matter in the balance equation?
It matters as much as many, many, many of the possible stat assignment, feat choices and skill point allocations absolutely suck.

Which is to say, no, I don't really think it does.

If you want a particular multiclass to work (and by this I mean you want a character whose balliwick is modeled somewhere between two classes) then sometimes you'll have to work at it. Just like you shouldn't really be upset when your feat choices include Skill Focus: Profession (basketweaving) and Weapon Proficiency: Spoon.

And some multiclass ideas are rubbish. "I want to have DC 30 or die gaze attacks, 9th level spells, and a +20 BAB" isn't going to happen, and the system shouldn't allow them. I think we can both agree that's the case. The rest is just arguing as to where that line should be drawn.

Indeed balanced multiclass combinations are balanced against other balanced multiclassed combinations...if you carefully forget about all those unbalanced ones (that happen to involve spellcasting classes) first. If you want to use circular reasoning.
Not all multiclass combinations are created equal. You should not be able to make a viable Brb1/Brd1/Clr1/Dru1/Ftr1/Mnk1/Pal1/Rgr1/Rog1/Sor1/Wiz1.

Do you agree with me there? If not, then there's nothing to argue about; we won't ever reach concensus.

But if you do agree that there are some things that the system shouldn't be designed to allow, specifically because the cost of allowing that combination might very well mean that othercombinations become that much more powerful or broken, only then we should continue talking.

Is it such a bad thing that a Clr10/Wiz10 eats it? Ask yourself what the character has done in his lifetime to get to the middle ranges of two classes. Two entirely different schools, two different kinds of training, two different flavors of magic. Why should he be as effective as someone who has focued his entire life on a single pursuit?

Neither combination synergizes at all.
Bard & Rogue:
Both able to be stealthy
Both able to be scouty
Both able to be diplomaticy
Overlap of skills and both skill monkeys
Two favored saves
Neither uses medium or heavy armor or shields
Both support fighters

I don't see how you can say they don't synergize at all, when the abilities of both classes can function together to do a few things very well.

And no, the other combination doesn't synergize, but that was the point.

So one bad combination supporting my point being slightly better than another example supporting my point proves what exactly?
Frankly I think it shows that you missed how the bard and rogue can synergize very well. In a discussion about multiclassing and the inability of some classes to synergize with others that inability can color your outlook and your opinions quite a bit.
 

Eldritch Knight bridges the gap fairly well. Frankly at this point, it would be silly to go Fighter 5/ Wizard 5, and not take the PrC.

MAB is the easiest way to go, to make no PrC based Multi-classing work, and only if in addition to determining Caster level, it also determined what level spells you could cast. Increasing Caster Level w/o allowing higher level spells is like increasing BAB w/o iterative attacks, in fact it is worse than that.

Wizard, Cleric, Druid all are on a rough 1 .75 Spell level to Class level multiplier (ie you need to be a 5th level wizard to cast 3rd lvl spells). Sorcerers are obviously 2.0 Spell level to Class level multiplier.

My Fear of MAB however is you can game the system to try to get the higest MAB while taking the fewest number of poor HD/save levels. An Arcana Evolved system of ranking spells as Simple, Complex, and Exotic can alleviate some of the problems with "gaming" a MAB stat. You will have to take Primary Caster levels to get access to the best spells, but you can still be a pretty magical Dabbler, able to cast High level spells effictevely, just not the best high level spells.
 

But Wizard 16/Fighter 4 is not going to be that much less powerful spell-wise than a Wizard 20. Neither will a Fighter 16/Wizard 4 have to fear getting out-meleed by the Wizard 20 (at least, not have to fear it any more than a Fighter 20).

As was mentioned, spellwise, a W16/F4 is identical to a W16. The bonuses from the fighter at this point are not terribly significant. Most, if not all, could be replicated by magic items and certainly can be replicated by spells. Want more AC, higher BAB and do more damage? Shapechange will do that for you. And, you get to still cast spells in many cases.

Never mind that many DM's actively dislike level dipping. Many people frown on it for being powergaming.
 

jmucchiello said:
Because, unless you are human (or in the case of wizard an elf or fighter a dwarf) the multiclass penalty is out to get you unless you raise the classes evenly.
The XP penalty is another issue which I both like and dislike. I like how it models group preferences but don't like how it restrains individuals that are supposed to be special (PCs). But that's another thread altogether.

But for every race there are combinations so you can get a little magic in with your fighting, or vice-versa.

Caster/Noncaster Combinations without XP Penalties for All Races

Half-orc, Barbarian/Sorcerer
Gnome, Bard (arguably there already)/Rogue, Bard/Fighter
Halfling, Rogue/Sorcerer, Rogue/Wizard
Half-elf, any
Human, any
Dwarf, Fighter/Cleric
Elf, Fighter/Wizard

It's not too hard, and not everyone can be a Fighter/Wizard, but that makes elves, humans and half-elves kinda special, doesn't it? I don't think that's necessairly a bad thing.

It actually works nicely but is bit wonky to explain.
With all due respect, this is part of the problem. The 3e multiclassing system, while it doesn't allow a 2e multiclassed character to translate exactly, is very easy to explain and is wonderful in its simplicity. There's a lot of virtue there.

I imagine if your friend's system were revised and streamlined, it could model the 2e multiclassing system very well. The question would then need to be asked if it could also model the level-dipping that 3e allows.

If it can do that, then he's won, and I'll buy that guy a pint. :)
 

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