You don't start with a combo, you start with an archetype, a concept. If no one class can do it, MCing is an option.
So, that cleric/magic-users 'worked' in AD&D doesn't make them an archetype that 5e must make 'work' as well.
What would make an even combo something that should work in 5e would be an heroic concept or archetype that needs it.
Hi,
MAD isn't a barrier: I can be a Wizard/Cleric, dumping Wisdom while having access to many great spells that don't require Wisdom.
Or dumping Int and going the other way. I can be a Sorcerer/Bard and not worry about MAD at all. Ooh, how about a Ranger/Cleric or Ranger/Druid? Cleric/Druid is extremely attractive too. Of course, you don't have to dump the other casting stat. 4 or 5 ASIs take two stats to 20.
You also have more spells available to you every day.
Of course they did, it was simply how MCing worked, why it was designed that way was irrelevant to the player deprived of an alternative.I suspect that a lot of players played similar leveled Wizard (Magic-user)/Cleric Elves in 1E and 2E. It's an iconic D&D archetype that is no long viable in 5E. It was not an artifact of the rules, it was intentional in the rules.
Irrelevant. If you want to claim 5e isn't delivering an archetype a past edition could, at least articulate the archetype in question.Maybe YOU always start with an archetype or a concept, but not everyone does the same thing.
In 1e if you just wanted to try a cleric/mu, the game delivered an evenly advancing 1/2 elf or a serially advancing human 'with2 classes.'Or the fact that someone just wanted to try it.
Yes, it has a cost. It's a small cost for the benefit. Oh no, my wizard must have a decent Wisdom save and Perception. Terrible. Not.Sure you could. But, for example, with point buy, you are required to pay at least 5 point buy points. Wis dump becomes 13 instead of 8. That's points you cannot spend elsewhere. It has a cost.
Yes. And a very small one for what you get.Sure it does. As compared to a one class PC who uses extra ASIs for feats or CON or some such. Again, a cost.
The cons don't nearly balance the pros.Cleric/Druid is attractive? Maybe. Compared to a Cleric, the PC has worse AC. Compared to a Druid, the PC has lower level creatures it can Wild Shape into. Pros and Cons.
By which you mean that a Sorcerer/Bard gets to cherry pick his spells from two classes, and mix and match class and subclass features to suit.Bard / Sorcerer has fewer Sorcerer points. Bard X / Sorcerer X cannot just cast all Bard spells or all Sorcerer spells. It effectively halves the number of spells cast per day per class.
And a small, small cost.There's a cost.
I sketched a few examples. That's enough.You are making the claim without details.
Um, yeah. Most things short of mathemetics are.That's an opinion.
If you cannot see how cherrypicking the very best wizard and cleric spells is totally awesome, if you cannot see how taking 2 levels of Diviner for the awesome second level ability combined with 18 levels of other spellcasting classes for things you really want is also awesome, or how stacking damage bonuses from multiple spellcasting subclasses without losing high level spells is also totally awesome...Put together an actual multiclass build and an actual single class build (say, level 12), and we can critique them together by comparing them and see what the multiclass build gains over the single class build and what it loses from the single class build.
If you cannot see how cherrypicking the very best wizard and cleric spells is totally awesome, if you cannot see how taking 2 levels of Diviner for the awesome second level ability combined with 18 levels of other spellcasting classes for things you really want is also awesome, or how stacking damage bonuses from multiple spellcasting subclasses without losing high level spells is also totally awesome...
...then there's really no possibility of reasonable conversation on this topic.
I think that fact that some people played multiclass cleric/wizards or mystic theurges in earlier editions is good enough reason to want to try and make the combo work well in 5e.
EK Acolyte could cover it, vaguely, the cleric levels possible in 1e were pretty low. Or EK/Paladin, perhaps?Except, they kind of didn't. If I played a fighter/mage/cleric in AD&D, playing an EK 7/Tempest Cleric 6/Wizard 7 in 5E is not at all the same thing*
So, 5e uses a version of MCing introduced by 3.0, which really is a very intuitive, even elegant system, in it's basic concept. Each level is like a building-block, you stack them up to match your character concept. Less complicated/granular than a point-build system like Hero or GURPGs, still retains the D&D mystique of classes & levels, while providing much-expanded player options without equally-expanded bloat.You get cumulative HP instead of averaged HP, your spells are all wonky and you have spell slots way more powerful than a 7th level wizard should have, proficiency modifier and cantrips are too powerful, your saves are wrong (instead of the best of all three 6th-7th level classes' saves, you get only one, but that one class's saves are boosted to 20th level) and your advancement is extremely slow. Not at all the same experience.
Just because two things are both labelled "multiclassing" doesn't mean you can expect them to behave the same way.
Except, they kind of didn't.
Just because two things are both labelled "multiclassing" doesn't mean you can expect them to behave the same way. If you want AD&D-style multiclassing experiences, just introduce AD&D-style multiclassing rules instead of trying to shoehorn AD&D round pegs into 5E square holes.


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