D&D 5E Multiclassing ability score prerequisites—required for balance or an unnecessary hurdle?


I would say, and I'm plagiarizing myself with this, the score minimums are too high for casuals and negligible for powergamers. Also to date practically no combo has been reported as truly broken, that I know of.

Two cases: the trinity of paladin/warlock/sorcerer the four "powerful" combos are allowed by default, any run of the mill paladin qualifies by default, but no dex paladin can even multiclass. Any powergamer planing from day one can have a rogue that multis into paladin or cleric regardless of story or play, without even having to come out with the flimsiest of excuses, but a rogue assassin player playing organically cannot ever find religion in-game because she doesn't qualify for any of the divine classes. I mean she can start changing her ways, but can only ever learn how to become a better assassin without ever getting any better at prayer.

One reason those lines are whited out on my books...
Um...Vax in Critical Role is a multiclassed assassin rogue/vengeance paladin of the Raven Queen, so it clearly isn't impossible. Even using daggers, he is very effective.

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I look at it this way. Sure, a powergamer might abuse it. But if multiclassing is already on the table, than the powergamer is already planning how to best use it AND what stats he needs to use. All the stat requirement does is possibly block the character focused player from maybe taking an option that might have totally fit his character. Like, he has a religious experience and decides to join a cleric order, but darn, he has a 12 Wisdom. Is anything gained by telling that player "Sorry, have to wait 3 levels to get an ASI?" or "Sorry, you're just not wise enough to be a cleric?"
 

All the stat requirement does is possibly block the character focused player from maybe taking an option that might have totally fit his character. Like, he has a religious experience and decides to join a cleric order, but darn, he has a 12 Wisdom. Is anything gained by telling that player "Sorry, have to wait 3 levels to get an ASI?" or "Sorry, you're just not wise enough to be a cleric?"

Yes, free salt!

I mean, really. I'd say 'take one point off of an ability score that's already higher than 12 and move it over there.

Or, if they discover that pretty early on, like before 4th level, swap an ability score around. No harm done.

But I'd still make them hit the spec.
 

I have a player in a new campaign I will be starting soon who dislikes the fact that there are ability score prerequisites for classes when multiclassing, including for a character you are already playing. In his words:



My initial thought is that I don't see a problem with the rules and I am hesitant to ignore them until I given some thought to balance issues. I guess the way I look at it is that if you think you are going to want to multiclass, use the point-buy approach and make sure you have a 13 or higher in all the attributes that you need for your multiple classes. I think the rule rewards the character who
focuses on a class, e.g., becomes the best fighter she can be. That said, I can see an argument the other way—why can't I multiclass in something even if low in an attribute important for that class. I just won't be as effective in that class. So what? I want it for the skills, spells, etc.

I guess that it comes down to it just being easier for me to stick to the rules as written as much as I can. I may be even easier, initially, to just give players what they want. I like to be a say-yest DM, but that can lead to issues down the road if you don't give any thought to the repercussions.

Any thought? Do you find the RAW to be important to keep balance or are they just an unnecessary hurdle to multiclassing?

The game had attribute prerequisites for mc in many editions, I get the suspicion your player is of the power gamer species, not that his is necessarily a bad thing but I am just saying.

I find it much more annoying that a houserule I use is not RAW: To cast a spell your casting attribute has to be 10+that spells level (so 16 for a 6th level spell etc.)
 

They're definitely nothing but a hurdle.

Restricting multiclassing to characters who meet ability score minimums only ensures that those who can get the most out of multiclassing can multiclass.

It's basically like saying, sure, you can add levels of sorcerer (or whatever), but only if you get at least a +1 ability modifier to the major things the sorcerer does.
 

I think they're fine as-is. If anything they're too easy in some cases (with Bards, Paladins, Sorcerers and Warlocks all using Charisma, multiclassing between them is trivial in most cases, other than the paladin Strength requirement. I'd actually like to see most classes have two required ability scores for multiclassing.) And I say this as someone who played a Vengeance Paladin/Assassin Rogue (styled as a church inquisitor type). While having to devote a 13 to Strength "weakened" my character from a min-max standpoint, it didn't bother me to have to do it.

All that being said, if someone comes up to me when I'm DMing with a great story reason why their already-established character wants to multiclass into a class they don't qualify for mechanically, I'm willing to work with them.
 

As other have said earlier, it (in theory) helps prevent some level of cheese by putting a price tag on it.

I was part of some of the early playtests at a local gaming store, and I tend to believe that the multiclassing requirements were something which grew out of some of the extreme-munchkinism which occurred during playtests.


edit: Though, as others have pointed out, the effectiveness of that prevention weighted against preventing story-driven character development is debatable. Reading some of the other views in the thread have made me question whether there is a better way. I believe there is a reason behind the ability prerequisites. Whether or not that reason makes sense given what the system of 5e looks like as a whole is open to debate.
 
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They're definitely nothing but a hurdle.

Restricting multiclassing to characters who meet ability score minimums only ensures that those who can get the most out of multiclassing can multiclass.

It's basically like saying, sure, you can add levels of sorcerer (or whatever), but only if you get at least a +1 ability modifier to the major things the sorcerer does.

I do not find this to be the case. Dipping into a class and taking non-ability-score parts can be powerful. For example, picture a front line melee who takes a level of wizard or sorcerer to pick up Shield and some nice (non-attack) cantrips. Heck, go further, most buff spells don't require having a high casting ability score. Or maybe the paladin is going to dump STR and take a level of cleric(nature) or druid to grab Shillelagh and make their combat to be CHR based as well. Grabbing two levels of paladin for divine smite and a fighting style is useful for many, etc.
 

I do not find this to be the case. Dipping into a class and taking non-ability-score parts can be powerful. For example, picture a front line melee who takes a level of wizard or sorcerer to pick up Shield and some nice (non-attack) cantrips. Heck, go further, most buff spells don't require having a high casting ability score. Or maybe the paladin is going to dump STR and take a level of cleric(nature) or druid to grab Shillelagh and make their combat to be CHR based as well. Grabbing two levels of paladin for divine smite and a fighting style is useful for many, etc.
That's kind of an interesting question. What IS the most abusable build possible with no multiclassing pre-reqs? If it isn't much worse than what's possible with them present, than balance probably isn't a consideration for keeping them. (Verisimilitude issues or simply preferring a cap on multiclassing are still valid preferences, of course.)
 


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