Few players multiclass (again, no hard evidence, just experience and what folks in RPGA, design, and marketing tell me).
Yes, I'm essentially advocating for multiclassing to be optional. And that option being accomplished via (also optional) feats.
...come on: you've got a join date of 2002 and 20,000 posts. You're an experienced game consumer. Surely you recognize that WotC will be required to produce supplemental rulebooks. Those are coming. They're an integral part of the business model.
I have said why it's bad. I'll say it again: what's bad about fighter 2/ranger 2/rogue 3/monk 2/bard 1 is that it's essentially a custom class, and D&D is fundamentally a class-based game. When 5e was introduced they talked a lot about identifying what's D&D, and what's not D&D. fighter 2/ranger 2/rogue 3/monk 2/bard 1 is "not D&D." It's bad because due to necessary front-loading of 1st level abilities, it results in a character with abilities outside the game design's base assumptions. Which is bad because such characters combine abilities thoughtlessly, rather than thoughtfully--instead of an experienced designer carefully constructing a ftr/wiz archetype that fits within the game's ecosystem, you get a gross mash of abilities. Which is bad because adventure designers will be caught between designing for single-class characters (which dipped classes will run riot over), or for multiclassed characters (which single-classed characters will be slaughtered by). You can attempt to solve the problem by spreading core abilities over multiple levels, but then you're worsening the default single-class experience for the majority of players in an attempt to cure a problem introduced by a minority of tinker players, and you have to take such "dip" considerations into account for each and every new class you introduce for the entire lifetime of the product. Which is bad because it imposing unneeded design constraints.
I'm not saying tinkering is bad. I'm a tinkerer. I enjoy optimizing. But address that customer desire separately, through other mechanics within single classes. Or through a non-core, limited and truly optional module for 3e-style multiclassing.
Whoa, take it easy. I said ignore powergamers when designing for a solution to the customer want of multiclassing. D&D has plenty of other systems and mechanics to address the needs of powergamers, and as a powergamer I heartily hope that the designers fully explore those systems. And yes, plenty of people liked 3E multiclassing. 5e is not 3e. It's an opportunity to do something different, and address the customer desire motivating multiclassing in a new way.
Yes, that's totally what I'm saying. I think Wizards of the Coast should launch a branding campaign "D&D Next: screw you!"
I'm liking your style less now. Come on. You're better than that.
And yes, inclusion. I'm all about inclusion. Why not include 3e-style multiclassing, perhaps as a web supplement or other optional rule module? Makes sense. But the core product? I'd prefer something more considered, something that doesn't impose unnecessary design constraints on every other class for the lifetime of the edition.
Actually, I'll go ahead on record and say that's bad. There are a few reasons that might occur, and a few ramifications, but there are almost certainly better ways for the system to support that. Even if it's just the DM and player designing a custom class so it's not "Well, I really want a gladiator pit fighter type who fights near-naked with any weapon that comes to hand, like a net and spear, and kicks and stuff. Oh, and I want to be able to work the crowd some - so I guess that's a level of this, 2 levels of that, 2 levels of this, 1 level of that" etc.
I'm wary of this. Mainly because it's a system without constraints. Simply saying "Every level you go up, you can choose a different class" doesn't take into account the 30-50 classes/subclasses that are likely to exist out there eventually and how combining their abilities together in the hundreds of thousands of different combinations possible could affect game balance.I think the solution is better implementation. The main problems with 3e multiclassing can all be fixed pretty easily IMHO. They just need a little attention and- dare I say it?- playtesting!![]()
I don't want to say "deal breaker", but this is just about as close as I can get. This is just terrible, in my book. To the current discussion:Mike Mearls said:It's based on your class and level within that class. Multiclassing does, by design, delay feats.
I'm wary of this. Mainly because it's a system without constraints. Simply saying "Every level you go up, you can choose a different class" doesn't take into account the 30-50 classes/subclasses that are likely to exist out there eventually and how combining their abilities together in the hundreds of thousands of different combinations possible could affect game balance.
It's rather impossible to give each and every one of those combinations proper testing and it's almost a certainty that broken combinations will exist that will make some players unhappy.
The best thing about loose multiclassing (if you will) is organic character growth. You can't design a custom class to accommodate that if you don't know how the character will grow over time until it happens.
I disagree with you here, except in that it's bad to impose unneeded design constraints. I don't think that it's bad to build custom classes for D&D; in fact, that's been going on since 1e and earlier. While a fighter 2/ranger 2/rogue 3/monk 2/bard 1 is "not D&D" to you, it certainly is to the guy whose favorite character is that fighter 2/ranger 2/rogue 3/monk 2/bard 1. And what if he's not built that way as a power build (frankly, it doesn't look like one to me), but rather just through the natural evolution of his character (fighter first; wilderness time to gain ranger; urban adventures teach rogue; retreat to the wilderness and learn monk skills; then travel and tell your tales, bard)?
I like 3e multiclassing precisely because it allows finer tuning that previous versions of the game's class systems have.
Z, you make some good points! I'm just going to cull out a few things to reply to; I think in the end we simply have different preferences for multiclassing, and I doubt whether either of us is going to convert.Here's hoping 5e supports both of our styles!
the Jester said:Interesting. My experience- dating back to BECMI/1e days- is exactly the opposite; probably around 1/3 of all the pcs I've seen over the years have been multiclassed (less in 4e, more in 3e, but overall). But of course, I played in and dmed games that kind of cultivated the sort of "excessive multiclassing" that you don't care for, so it makes sense that there would be more of that kind of thing in my experience.
the Jester said:However, I will say that I disagree that 3e's system was inherently bad. With improved implementation, it could work great. For instance, if all classes gain attack bonus at the same rate and some (e.g. fighters, paladins, barbarians, etc) get additional attack bonuses as class features at certain levels, then the attack bonus problem more or less solves itself. The proficiencies issue is pretty easy to address just by adding a line differentiating between "Starting in this class" and "multiclassing into this class". And so on.
the Jester said:I'm with you on having multiclassing be optional. However, I don't like being forced to include feats to use multiclassing options. A 1e-style game might have multiclassing with no feats, for instance.
Sure, but I'd rather avoid race and class bloat. I'm all for a book of spells, a book of feats, even a whole book of backgrounds. I'm all for monster book after monster book, a 5e Frostfell and Sandstorm and Stormwrack, books on the planes, setting books, etc. Extra base classes and races, though? My least favorite stuff.
the Jester said:While a fighter 2/ranger 2/rogue 3/monk 2/bard 1 is "not D&D" to you, it certainly is to the guy whose favorite character is that fighter 2/ranger 2/rogue 3/monk 2/bard 1. And what if he's not built that way as a power build (frankly, it doesn't look like one to me), but rather just through the natural evolution of his character (fighter first; wilderness time to gain ranger; urban adventures teach rogue; retreat to the wilderness and learn monk skills; then travel and tell your tales, bard)?
I like 3e multiclassing precisely because it allows finer tuning that previous versions of the game's class systems have.
the Jester said:Firstly, I think it's silly to ignore powergamers when designing a given major subsystem of the game, just as it would be silly to ignore the heavy-roleplay crowd when designing that same subsystem (though, probably, certain of the game's systems- combat, interaction, etc- have to veer one way or the other). Why arbitrarily exclude them from the fun here? Multiclassing is a big enough part of a ton of campaigns; it should serve everyone.
the Jester said:As far as new ways of doing multiclassing, while I'm open to the idea- I like the idea of "dip" feats, for instance- if we're going to use a new system for it, it should be an improvement over the 3e system. We tried multiclassing via feats in 4e; frankly, while it's not quite underpowered, it more or less sucks. Something new, different and better? Sure. I just haven't been sold on anything else yet. I think 3e had D&D's best multiclassing, though, so I'm obviously prejudiced.
the Jester said:Fair enough, I guess I did get carried away there, didn't I!
I think the solution is better implementation. The main problems with 3e multiclassing can all be fixed pretty easily IMHO. They just need a little attention and- dare I say it?- playtesting!![]()

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