TheArcane said:
I just saw a quote that they're trying to get a (censored race) ranger/cleric/wizard to work, and I just had a thought... Why on earth would someone want to have this particular class combination, and moreover, what king of twisted background would a character like this have?
Actually, assuming the ranger's not a spellcaster class any more, that looks a lot like a 1e ranger. More to the point, are you assuming he takes one class, then the next, then another?
Why not take an entirely different, arguably more "realistic", look on multiclassing instead of attempting to make any combination work?
One group's "realism" is another group's "munchkinism", and a third group's "crippling handicap". And realism hasn't sold games since 1990; we like fun these days.
For example, it should be horribly difficult for a veteran fighter to learn wizardry, and vice-versa.
Because all fighters are dumb, right? :\
A good cleric would have a major crisis of faith or personal event to drive him to scoundlery,
Happens, if not all the time, with some frequency in the real world.
while a rogue would have to atone and gain the favor of a deity to become a cleric.
Three words for you.
God. Of. Thieves.
What I mean is that beside having mechanical difficulties and contrivances, making multiclassing easy and open for all is just plain improbable. IMHO certain multiclass combinations should not work out well, and some should be downright near impossible to pull off.
I think I'm getting the core of this objection:
Do you look at D&D classes like distinct roles in the world that the
characters would be at least somewhat aware of? Someone has to teach you to be a ranger, etc? There is a moment in the example character's life where he stops being a cleric and becomes a wizard who was a cleric, f'rex? I'm curious.
And yes, I know I can rule 0 this in my games, but I'd really like to see a system that pulls this off without just saying that class X can only multi with classes Y and Z, like older editions.
To my knowledge, one of the tidbits they learned from 2e kits was "never balance mechanical advantages with roleplaying disadvantages", which I think is a fine rule. Let how much roleplaying is involved be up to individual groups.