Shardstone
Hero
Mutliclassing is an abominable sin; repent ye, lest it bring your games to hel.
So, surprised no one has mentioned this yet.
In behavioral economics, this is known as the paradox of choice (also referred to as overchoice or choice overload). One famous experiment* shows that when people have fewer choices of jam at the supermarket, they were more likely to buy jam.
In other words, while we always think we crave more choice, more choice is not, in fact, always helpful to most people, and can result in anxiety, choice paralysis, and an overall lowering of "happiness" and "utility."
So, there's that.
*As in most things social science, further meta-studies have shown mixed results, but more positive than not, for this effect. I think. Stuff happens fast nowadays.
Hard to say without access to WotC’s survey data, but online, opinions seemed split pretty much right down the middle on a la carte multiclassing. Multiclassing wasn’t even a thing in the open play tests until very late in the process, and the impression I got was that WotC really wanted to focus on getting the base classes right, and they’d figure out multiclassing later. My guess would be that of the people who wanted multiclassing at all the majority preferred a la carte, so they went with that and made it an optional rule.Did enough people giving feedback in the play test appear to have wanted this option? not sure how much the feedback impacted the game since I wasn’t keeping up with D&D Next at the time. I’m not a fan of the ala carte dip here and than style either due to 3x burn out...still 12 years later.
Well, 5e did try to be simpler than 3e or 4e at their most bloated.Almost none. I have a little trying to decide what to play in the first place, but 5E has much fewer choices than almost any other edition. It's part of the appeal to newer players.
That's funny. the topic of "too many subclasses" has been talked to death in another thread. A lot of people for some reason see "class bloat" as a problem but not "subclass bloat". This is kind of nonsensical since it's kind of easier to parse classes and remove options you don't want players to have than it is subclasses.
Sure: it'd be undesireable if two or more of the classes in the PH, at, say, 10th level, all found themselves wondering, each round, "hmmm... should I cast one of my several at-will cantrips, or expend one of my 15 spell slots to cast one of the dozen or so spells of up to 5th level that I have available? IDK ... maybe I should just up-cast Hold Person? "A class defines the overall structure, all subclasses share the majority of their rules with the class. If there is a new class it should play substantially different than other classes.
A class defines the overall structure, all subclasses share the majority of their rules with the class. If there is a new class it should play substantially different than other classes.
That's why I don't see subclass bloat as an issue, or at least less of an issue than class bloat. If someone is playing a rogue I know what that means and I only need to remember a handful of minor differences. Even if those minor differences include whether or not they can cast spells.