I don't feel a need for multiclassing and I see it as a lack of consequence in design.
Either a game aims for flexibility or for encouraging certain archetypes.
For flexibility, some kind of a point-buy system is best, while classes create an unnecessary complication and restrict player choices.
For encouraging archetypes, well-designed classes are great. But then, multiclassing weakens and blurs the archetypes, so it is really counter-productive.
Either a game aims for flexibility or for encouraging certain archetypes.
For flexibility, some kind of a point-buy system is best, while classes create an unnecessary complication and restrict player choices.
For encouraging archetypes, well-designed classes are great. But then, multiclassing weakens and blurs the archetypes, so it is really counter-productive.