Umbran said:
Note that you're specifically talking about dungeoneering, rather than general adventuring.
No. I mean adventuring, as in killing monsters and taking their stuff. This can take place underground, in the wilderness, in a tower, on another plane, or wherever. The point is that the rules are designed to facilitate violence as the prime activity, and most people will play it that way.
By that measure, the bard,
Yes. Notice that the consensus is that bards suck.
Are you kidding me?
Not really. The ranger is basically a light fighter with wilderness abilities thrown in. It's essentially a hybrid class, and suffers from the problem of hybrid classes having to be played in a special manner to get the most out of them. That said, from what I've seen, a ranger is perfectly viable in a combat-heavy campaign; just don't expect them to be a replacement for a full plate-wearing tank.
Yes. Notice the large number of people who also say that monks suck.
all fail the balance measure. Four out of 11 classes failing to keep up isn't really meeting the design goal.
Try 2 1/2 out of 11. In any case, how is this supposed to justify rules on multiclassing that also fail to meet the design goal?
While this may have been one of the design goals, it surely was not the only design goal.
Correct. That's why you have wimpy classes like the bard, to keep the drama queens happy.
As soon as there are multiple design goals, you run into the need for compromise. While it may be that most folks play the game as "go into the dungeon, kill things, take loot", the number of folks who play it otherwize is still sizeable, and should not be ignored. Optimizing for one set will detract from the ability of others to play the game as they wish, as specialization reduces flexibility.
This is a furphy.
1) A multiclassed cleric/wizard may not be specialised, but they are also far _less_ flexible than either a single-classed cleric or a single-classed wizard. It doesn't matter how many bulls strength, spider climb or invisibility spells you can cast, it doesn't make up for not having dim door, divination, contact other plane, wind walk, teleport, planar ally/binding, etc. Notice that the semi-regular complaints you hear about spellcasters breaking games refer to high-level spells, not low-level ones. And that's not even mentioning the 9th level cheese.
2) D&D is a game designed for a team, not an individual PC. A group that has access to a single-classed cleric and a single-classed wizard will be able to meet a much greater variety of challenges than if they have two cleric/wizards, for the reason stated above.
I suggest that above and beyond the dungeoneering design goal was a more important one - that the system be reasonably robust and flexible enough to handle multiple campaign types. That suggests (perhaps even requires) the presence of classes and combinations that aren't seen as viable in one specifc campaign type.
Non sequitur. You can have non-problematic multiclassing rules, and still have flexibility in what sorts of games you run. In fact, since any proposed fixes to the rules would have the effect of making multiclassed PCs stronger, they could only _add_ to the flexibility of the ruleset, not detract from it.