Simia Saturnalia said:
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?
It doesn't really matter, in any case how probable is it for a character to learn 3 completely different proffesions in a single game?
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.
Sure, having a class that can cast arcane and divine spells, sneak attack, wear plate mail and talk to animals would be fun.
Because all fighters are dumb, right?
No, because he devoted a very significant portion of his life to study and train martial skills.
Happens, if not all the time, with some frequency in the real world.
Three words for you.
God. Of. Thieves.
For the purpose of my statement, consider a neutral rogue multiclassing to a cleric of, say, Helm. One alignment step away, basically allowed by the rules. Makes sense? Not to me.
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.
It's difficult to say. While a class like fighter could describe a lot of professions, from a simple soldier, to a bully, to a professional galdiator, a cleric is, well, a cleric, and persumably he needs to be initiated by a church or an organization of this sort, taught all the necessary rituals, holy books, etc. A wizard could be a loner, but it would make his studies a lot harder by himself. Then again, he could be academy-taught, or an apprentice of a more powerful wizard who taught him. see my point? The game makes no assumptions regarding the characters background, his training, therefore the multiclassing system is extremely abstract, allowing you to just pick up a new class on the fly.
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.
Dude, I realize this is a game after all, and that as a DM I have the final say. With a mature group of gamers I would not expect to have any problems of this sort. I guess it is better to make the ruleset as flexible as possible and let DMs rule it their way, than to make a restrictive system and let DMs invent their own ways of making things work. Personally, though, I would like to see the game take my considerations in mind. After all, it does restrict a lot of things for the sake of certain suspention of disbelief, like having a rational number of actions per round, carrying weight restrictions, etc. While these are more technical matters and restrictions on multiclassing are touching the apparently very sensitive subject of "let me have my freedom of choise", I don't see anything wrong with making a few restrictions here as well when they just plain make sense. For example, I loved it that once a monk multiclassed it could never again advance as a monk. That's it, you broke the routine of devotion, training and discipline. Perhaps it is a bit harsh, and I'd allow atonement and retraining to resume levelling as a monk, but the basic principle should remain.