Multi classing


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People have builds for 2e also.

"Builds" of one kind or another have existed for as long as people have had more choice than picking a single class (or kit/etc.) at character generation. "Munchkinism only started with <edition X>" (or, worse, the No True Scotsman fallacy version thereof) is one of the pernicious myths of our hobby. Even statements like "it became much more common in <edition X>" are so incredibly context- and locale-dependent that they're hard to call "facts."
 

Here's another thing my group has noticed. It depends on how long you plan on playing your character for. When you multiclass, you gain short-term benefits at the expense of greater power later on. If you know the campaign isn't going from 1-20 (or you know from experience that your group just won't hang together that long), then multiclassing can give a player more options to explore other classes' powers. It won't matter if a fighter takes level dips in other classes and is sacrificing that 4th attack, or if the wizard is sacrificing L9 spell slots, because they'll never get to use them anyway.

We recently started a campaign at L11, to explore the higher level options. I set no boundaries on MCing, and not one of my six players took a level dip in another class. I had announced my plan to take the campaign as high as we could go, and everyone was interested in exploring the powers available to a 'pure' class at those high levels.
 


Multiclass can be used as a storytelling mechanic and to optimize. Some choices give immediate benefits at the cost of long term anilities. Some choices are exactly the opposite. I have experiences it myself and seen it at my table, that a multiclass build was planned, but the story drove the character not to multiclass.
 

Yes it can be for rp reason the nice thing about 5e their is generally a trade off at later levels or maybe to add flavor to the character. Despite what people say straight class and backgrounds do not always work for concept builds. How about building a dex based spear man but you want them to have armor because they are more fighter than monk so unless your DM house rules spear as a finesse weapon you need 1-3 levels of monk then the rest fighter to reach that build (the King's Nine Spears). I have a current one I am working on a melee mage you know one that loves to use shocking grasp and vampire touch and lots of aoe spells that center on them like Thunderwave going to use plate and shield but no weapon need the free hand for spells. You can try feats or a class like dwarf that give you armor but I do not want a dwarf. So EK knight 6 levels the rest wizard evoc he will lose out to accessing certain spells if you are going to a level 20

Concept build
 

Here's another thing my group has noticed. It depends on how long you plan on playing your character for. When you multiclass, you gain short-term benefits at the expense of greater power later on. If you know the campaign isn't going from 1-20 (or you know from experience that your group just won't hang together that long), then multiclassing can give a player more options to explore other classes' powers. It won't matter if a fighter takes level dips in other classes and is sacrificing that 4th attack, or if the wizard is sacrificing L9 spell slots, because they'll never get to use them anyway.

We recently started a campaign at L11, to explore the higher level options. I set no boundaries on MCing, and not one of my six players took a level dip in another class. I had announced my plan to take the campaign as high as we could go, and everyone was interested in exploring the powers available to a 'pure' class at those high levels.
That's an excellent observation, and totally jives with my experiences as well.
 

That's an excellent observation, and totally jives with my experiences as well.

I think 5e overall did well on having a cost to multiclassing. I know there are a few exceptions you can leverage but at the end of the day there is a trade off for your decisions
 

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