Should multiclass spellcasters be fixed?

Should multiclass spellcasters be fixed?

  • Yes, I'd like the system to be consistent.

    Votes: 37 32.5%
  • Yes, I'd like my muticlass characters to be more powerful.

    Votes: 23 20.2%
  • Yes, other reasons. (please explain)

    Votes: 10 8.8%
  • No. D&D flavor is better with weak multi spellcasters.

    Votes: 11 9.6%
  • No. Multi spellcasters are useful enough now.

    Votes: 24 21.1%
  • No, other reasons. (please explain)

    Votes: 6 5.3%
  • Undecided.

    Votes: 3 2.6%

Emiricol said:
Guess I just don't see this as a problem. Jack of all trades better be a master of none IMHO.

But they aren't a Jack of All Trades, and many times the spellcasting class is woefully underpowered against the class of challenges the character will face.

I've played multiclass Wiz/Rogue, concentrating on Rogue. Currently the character is Rogue6/Wiz3/GateCrasher3 (basically Rogue9/Wiz3 with some special abilities and less sneak attack).

The problem is that the wizard spells just don't have the duration/area/etc that you need at high levels. You would be better off getting magic items and wands for the spells you want than multiclassing. I'm not even looking for attack spells, just the utility spells to supplement the rogue abilities -- the character is mostly a rogue.

The thing is that they just aren't powerful enough to do much.

There are a few multiclass combinations that might work reasonably well, but I would have to try them. Cleric/Fighter vs. Paladin is probably a pretty even match. Not sure how Fighter/Druid would compare to the Ranger, but I believe the Ranger would be better. I'm pretty sure that Fighter/Sorcerer vs. Bard would go to the Bard and they are better 'Jack of All Trades' with the greater skill points that the Bard gets.

There are multiclass combinations that do work, but they tend to be *specialized*, not Jack of All Trades. Things like the Barbarian with a single level of Sorcerer for the True Strike spell and ability to use wands. I just don't find that 1:1 or 1:2 ratios of spellcaster levels work.

Compare that to the Fighter/Rogue, in either direction. There, I believe the multiclass character gets a power bump in flexibility and is capable of handling challenges of their own level.

BTW: I voted Yes, Other.

I would like the Multiclass spellcaster to be able to take on challenges of their own level. I don't think they need more spells, just better caster level for their spells so that they have enough range, duration, etc. to be useful against higher level opponents.
 

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Re

Multiclass spellcaster is not a viable option in 3rd edition. It will be better in the Revised Edition, but still not perfect.

Personally, I think the Mystic Theurge is a good start. A multiclass spell caster should be very proficient for at least one of its classes, but not so good in the other so they dont' overshadow either of the base classes. Now, if they can work in some flavor so that a cleric/mage is different from a mage/cleric, then I think they will have hit the nail on the head. All in all, I feel the Mystic Theurge and Eldritch Knight are a good start. I have always liked the Arcane Trickster.

Anyhow, the only other means I see to create a reasonable multiclass spellcaster is to make a base class that allows access to both spell tables with a smaller number of spells useable per day from the cleric or the mage spell list. I don't necessarily think a multiclass spellcaster should have access to the highest level spells available to two classes considering that wizard or cleric does not often expend all their spells even in the most vicious of combats.
 

I agree with many posters that a multi-class spellcaster loses a lot to a single class caster. I think this will be given as one of the reasons for D&D 4.0, when it comes out.

If one of my players goes for a multiclass spellcaster, I will add caster levels of all arcane classes to determine spellcaster level.

GamerMan12
 

I see no compelling reason that all possible multiclass combinations should be as powerful as single classes, and the backflips to make it happen seem like they would be excessive. Some combinations simply aren't going to be as powerful/don't mix as well, and I am okay with that.

I'm thinking the "prestige class" route works best, because if you do find the concept compelling and find it desirable to make certain concepts viable, you simlpy allow the class in. If not, you forego allowing the class in your game and you don't have a bunch of special rules cluttering up your game because someone else did.
 
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