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Thoughts on Multiclassing

Here's an interesting question. How often does it come up that players want their characters, for role-playing reasons, to totally switch classes mid-career? I'm not talking about making character builds that you plan to have pick up X levels of such and so, and Y levels of this and that. I mean playing 7 levels of fighter, and then saying, "You know, in light of current adventures, I think my character is leaning towards embracing the magical arts," switching to wizard from that point forward.

I'm also not talking about backstory decisions for characters that start above first level. I'm talking about actually during the campaign. I'm sure it's been done, but I'm not sure it happens with enough degree of regularity for multi-classing rules to be built around it. I'm open to being wrong.

But if the vast majority of characters either end up single classed, single-primary class that dabbled in something else, or a concurrent mix of classes--then shouldn't the design be based around supporting those options the most effectively?

Obviously I can't speak for everyone, but I've seen it happen. Not so regularly that I'd say its common, but enough. Usually there is a combination of player-side and character-side motivations. I will say that I'm not sure how often it would come up if 3e hadn't done it that way. I'm playing in an OSR-ish group now, and even in one of our recent BECMI-style campaigns the DM basically added prestige classes for fighter because we were stepping on each others' toes.

To be clear, I think those other options need to be there as well, and are probably more "important" (whatever that means in the context of a TTRPG.) Certainly, the "dabbler" in magic or thievery is a fairly common character trope in-genre.
 

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I had a player swap from full Rogue to Sorcerer at level 6-7, and another player swap from full Barbarian / Prestige to full Cleric (of healing) at around 12-13. Both happened in the same campaign, during play (not during downtime, etc.).

Outside of those instances, I'm not sure I've seen it, or even a want for it to happen, though. Trading out some levels (as opposed to all), training, features, etc., yes. But a full swap? I've only seen that twice, I think. As always, play what you like :)
 

Here's an interesting question. How often does it come up that players want their characters, for role-playing reasons, to totally switch classes mid-career? I'm not talking about making character builds that you plan to have pick up X levels of such and so, and Y levels of this and that. I mean playing 7 levels of fighter, and then saying, "You know, in light of current adventures, I think my character is leaning towards embracing the magical arts," switching to wizard from that point forward.

I'm also not talking about backstory decisions for characters that start above first level. I'm talking about actually during the campaign. I'm sure it's been done, but I'm not sure it happens with enough degree of regularity for multi-classing rules to be built around it. I'm open to being wrong.

But if the vast majority of characters either end up single classed, single-primary class that dabbled in something else, or a concurrent mix of classes--then shouldn't the design be based around supporting those options the most effectively?

Well, I can't say I always do it, but I do it pretty often, at least on 3.x, two of my most beloved characters relied heavily on sequential multiclassing. Both of them grew into it, it wasn't a planned thing. The first one to be honest was planned to have a certain amount of dipping in order to fulfill the concept -a bar singer specialized on grappling and neutralizing rather than killing, dead customers aren't repeat customers after all- but over time shifted over to a shortsword and bayonet/bow combo for combat and became a favored soul of Tamara and a swordsage, needless to say that is shapping to become a phoenix mage with strong religious ties in the future, something very different from the original idea -a cloaked dancer-.
The second one was a very physical and mischievous sorcerer (his very first act in the campaign involved mocking and making fun of the party paladin and was best palls with the party rogue as a result) however withnessing the dead of the paladin was an eye opener, then shortly after that the rogue was also killed in action and all hell broke loose. The combined weight of such experiencies made him want to keep alive the paladin's quest and prevent further senseless deaths, he made the vow to behave and become a better man, letting go of his selfishness, his next level was paladin, and so far all of his remaining levels have been paladin, all of it despite the fact he doesn't have the wisdom to cast paladin spells (and never will). Those aren't the only cases, just the most memorable, each time I play 3.x I'm always aware my pc isn't set in stone and the circumstances will shape what i will get.
This is basically my biggest grip with 4e multiclassing, such good experiences are impossible to get in such a limited environment, no matter how mamy resources you pour into it, you either plan from the get go or get doomed to be at best 1/3 of your desired new class without never ceasing to grow in your first class and sacrificing a lot of customization and power in the process, not to mention the length of time it takes, at least 5 or six levels and they have to be the right 5-6 levels or you lose your chance at MC out forever (it comes as more draconian than 2e, were the only limit for dualclassing was having the right scores, and being human and that you could never ever look back) I can still get similar stories on 4e, but they are always heavily scripted, basically I have to railroad myself longterm into getting those stories instead of the organic character growth I enjoy with more liberal multiclassing.
 

I mean playing 7 levels of fighter, and then saying, "You know, in light of current adventures, I think my character is leaning towards embracing the magical arts," switching to wizard from that point forward.
Well, if you played 1Ed, that was how you multiclassed your humans.

So, for me, the answer is relatively often.
 

I love 3.x multiclassing, and I'd argue it lets you do everything you ever wanted with your multiclass character. Here's some musings on the why:

In my first ever 3E campaign, one of the PCs went through a crisis and, mastering it, found his faith. He was a Fighter/Barbarian beforehand, but picked up three levels of Cleric before the campaign ended. "How awesome that you can simply do that" was our thought at the time. Sure, it wasn't completely optimized, and the PCs' nemesis (a single-classed Cleric) repeatedly kicked their butt. But it totally transported the feeling of a late career choice which had some small immediate mechanical perks (magic item use, mostly) and fitted the story extremely well. Also, picking up Cleric levels mid-campaign is easily justifiable; we had a bishop come in and perform an anointing ritual, and after that, Ilmater listened to the PC to a degree.

3.x also supported role switches through prestige classes - to a degree. Note that some PrCs let you do really outlandish stuff that you couldn't do before, resulting in new party roles. PrCs might grant their own spellcasting (from the lowly Assassin to the almighty Ur-Priest - both of which were used in campaigns I DMed), or they might give you other "out there" abilities (like the Bear Warrior turning you into a fricken bear, cue Master of Many Forms and Warshaper... again, this happened in one of my campaigns).

Toward the middle of the 3.x life cycle, several mechanics received much-needed reinforcement which made multiclassing even better usable and more generally applicable. The first step in the right direction was the introduction of dual-progression PrCs, which, although rarely optimal, still hold their own rather nicely in a "normal" adventuring party. Theurges which combine other pseudo-casting mechanics also fall into this category: Eldritch Disciple, Anima Mage, Noctumancer...
Another issue with the quadratic spellcasting issue was partially solved by certain PrCs which grant fast-progression spellcasting, allowing you to pick up non-irrelevant spellcasting later in your career: Ur-Priest is notoriously OP, Blighter the opposite, but both followed what I'd argue was a very good idea. Other examples are Divine Crusader, Sublime Chord, Suel Arcanamach, Knight of the Weave, Nentyar Hunter - some of them extremely focused (read: limited), but still, the basic idea is good, and toward the end of 3.x, there was enough stuff out there that you could basically build whatever you wanted.

In the late 3.x products, multiclassing-friendliness became a built-in part of a lot of class design. For example, Duskblades can channel not only Duskblade spells, but whatever spells they happen to know, while staying focused and useful through at least 13 levels on their own. The best example, though, is the maneuver mechanic from Tome of Battle. If you pick up your first Swordsage level at 1st level, you're gonna be a level-appropriate threat through your low-level maneuvers. But if you first learn other stuff and only get to be a Swordsage later on, your former experience as an adventurer still pays off, letting you learn Swordsage tricks more quickly: half your levels in other classes count toward your total initiator level, so you can pick higher-level maneuvers from the start. Few maneuvers have no prerequisites, though, so you can only pick few high-level maneuvers, and you need to pick their lower-level prereqs, as well. This is actually nicely balanced, while still allowing you to learn something new that isn't utterly useless at the level.

[sblock=tangent]This mechanic is actually very similar to [MENTION=22953]SteelDragon[/MENTION]'s earlier suggestion concerning Fighter/Wizards. You could adapt the initiator level mechanic to spellcasting, if you wanted. Imagine being a 10th level Fighter who picks a level in Wizard next. If you adapted the maneuver mechanic to spellcasting, you would end up with a Fighter 10/Wizard 1, whose caster level would be 6th (half your 10 Fighter levels plus your one Wizard level), and you'd be eligible to cast 3rd level Wizard spells (as a 6th level Wizard would). However, you'd only gain 3+Int bonus spells known, and you'd have to pick one or more 1st and 2nd level spells, if you want 3rd level spell access now. Spells normally don't have prerequisites of lower-level spells known, of course, but it'd be easy to come up with something. For example, you might want to stipulate that you need to know 2 spells of level X to be able to learn any spells of level X+1.

Since martial maneuvers basically just grant you more fighting tricks, something which a 10th level Fighter has been cultivating anyway, this system might seem more palatable if it's restricted to maneuvers instead of expanded to include spellcasting. But mechanically, I think it's sound. Your new-learned tricks (be they martial maneuvers, spellcasting, vestige binding, invocations...) function at least near to relevant power levels, instead of being of little use mechanically. A 11th level PC who casts 1st level spells in combat is basically wasting his actions, while 3rd level spells might just be useful still. Something to consider, maybe.
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Finally, feats. Especially multiclass feats like Daring Outlaw, Swift Hunter, or Ascetic Stalker. Feats (potentially) allow you to strengthen a secondary role that you picked up later, or to build for multiclass from the start. Some feats, like Improved Toughness or Steadfast Determination, can be good for anybody, but especially help overcome drawbacks of multiclassing (while strictly remaining in the "not too great" category). Others can turn a dip into a powerful asset, like the Divine and Devotion feats, or can meld two different classes' strengths, like Arcane Strike. Still others allow you to "buy back" some of what you lost in one class by multiclassing, like Practiced Spellcaster, Nature's Bond, and the "Extra X" (Music/Rage/Smiting...) feats.


Sure, some things could have been better implemented. Dipping isn't really stylish IMO, and many classes have obviously not been designed with multiclassing in mind. Many of the best ideas (fast-progression casting PrCs, dual-casting PrCs, maneuvers) have been pursued half-heartedly at best. Some feats might be considered a "feat tax". But all in all, I think 3.x did it best.
 

Here's an interesting question. How often does it come up that players want their characters, for role-playing reasons, to totally switch classes mid-career?

I don't remember it happen for roleplaying reasons, but rather for more gamist reasons. I remember some of my players playing e.g. a Fighter in 3e, and at some point feeling a little bored and picking up the Paladin or Ranger class. The roleplaying came as a consequence.

I think the most typical reason however (although I've encountered it mostly playing online) is because the player has been looking at a combination of abilities to exploit, and the second is those players who just can't help but want the best of both worlds, typically Fighter/Wizard, because they can't decide on an archetype to play because it would require to give up the other, the same players that in BD&D would always want to play an Elf.
 

There's a chicken and egg issue here, as well. How many players have refrained from a character choice that would shift their focus from one class to another, in mid-campaign, because it would weaken the character compared to his other choices? It's fine to criticize min/maxing, but if there were not clearly better and clearly worse choices built right into the structure of the game, then we would not have the same level of min/max either. If you want to encourage pursuit of the same class throughout the character's career, make that the powerful option. If you want to encourage multiclassing and prestige classing, make that the more powerful option. If you want the choice between single class, multiclass and prestige class to be driven by role playing reasons alone, then they must be mechanically balanced so role playing is the only reason for the choice.
 

Good points, [MENTION=6681948]N'raac[/MENTION]. A good example would be Pathfinder with its Favored Class and Archetype mechanics: much of the time, multiclassing isn't really worth it, since you can often get what you want in a single class, and get some nice perks to go with your single-classed PC, as well. However, multiclassing in principle is just as easy as in 3E! Pathfinder gets a lot of bad rap (largely due to their own backfired marketing stunts, read: broken promises, *cough*class balance*cough*, *cough*playtesting*cough*), but this one issue, they nailed.
 

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