I agree that it's not fundamentally a problem, but considering that casters are already generally at the higher end of the power scale, a small boost of power is a much larger issue than a small boost of power would be for a below average class like the Ranger.
Agreed, this needs to be handled carefully to avoid making the most powerful builds even more powerful.
But we still need to look for those cases it is and make sure we don't inadvertently make them too much. Paladin/sorcerer may be an example of one already considered strong this would boost.
So... I have not conducted the full analysis yet, but I have looked at this particular combo, and here are the numbers, according to 5eT while including WotC books only, and excluding 2014 content that's been reprinted in 2024:
- Paladin: 56 spells
- Sorcerer: 234 spells
- AND intersection of Paladin and Sorcerer lists: 5 spells, which are
- Banishment (level 4)
- Daylight (level 3)
- Detect Magic (level 1)
- Dispel Magic (level 3)
- Magic Weapon (level 2)
So there is very little overlap, and Detect Magic would not be affected by the proposed change since it's 1st level and therefore available regardless. That leaves us with 4 spells in the overlapping set, which could be gotten at an earlier level with the proposed homebrew rule. Dispel Magic might be the most generally useful spell in that set, and it's certainly nice to access it sooner, but it does not feel like a dramatic power boost to me. So I don't think that particular combo is significantly stronger with the proposed change. In particular, the usual motivation for a Paladin/Sorc build is to upcast the various smite spells beyond what a straight-class Paladin ever could, and that particular mechanic remains unchanged, while also probably being significantly stronger than getting Dispel Magic a level or two sooner (though never sooner than a straight-class Sorcerer would).
Bladesinger/Fighter (EK) with full overlap in spell lists. [...] I don't believe this to be correct. Where they share a casting stat all of the weakness go away, but the strengths of overlapping spell lists remain. Unless there is a corner case where two classes share the casting stat and have zero spell list overlap, this must be stronger than RAW, since it has an advantage and no disadvantage.
What I meant when I said that it's no stronger than RAW was specifically about the upcasting. The upcasting is no stronger. Other aspects are stronger, indeed, and so you can make the valid case that overall it is stronger, and I agree.
Versatility: Nerf in number of spells, large increase in being able to prepare higher level spells, large increase in which spells because it's going from small EK selection to your full spellbook. Rating: Boosted.
Power: able to prepare higher level spells than RAW. Rating: Boosted.
Final: Large boost.
So if that is still too strong overall, we can look for further compensation mechanisms... leaning further into the versatility nerf, we might say that if a given spell level could not be prepared by any single class within the build, then all of the classes which contribute the necessary levels need to spend a preparation slot. In other words, if we come back to the example of the Wizard 6 / EK 6 who has an effective caster level of 8 and can therefore prepare 4th level spells, they would need to pay 2 prepared spells to prepare a 4th level spell (in addition to the other proposed change that they would get the number of prepared spells of a Wizard 8, which is 12, rather than the sum of those of a Wizard 6 and EK 6, which is 10 + 4 = 14). Unfortunately, this makes spell prep accounting more complicated, which is something to consider in terms of ergonomics... but would it be a big enough nerf in terms of balance?
I'm using the 2024 rules here, same basic idea for 2014. RAW, the EK6/Wiz6 would be able to prepare three 1st level spells from a very short list, and the Wizard would be able to prepare up to ten spells of level 3. Combined they can do 12 spells of up to level 4. So a decrease of two spells, but not only do we have access to level 4 spells for the wizard, we have access to levels 2 through 4 that the EK would not have had. And those spells can come from the spellbook (or the EK chosen spells), giving both more power and more versatility than the EK spells.
I see what you mean, but personally I don't think that this specific aspect is that big of a deal. Theoretically, 5e's neo-Vancian prep system allows a Wizard 6 to prepare 10 spells of level 3, and none of lower levels (assuming they had found this many spells from copying spellbooks and scrolls). By doing so, they would get a ton of versatility in their most powerful slot level (of which they possess 3, and can get 1 back with Arcane Recovery), but they would forfeit their 1st and 2nd level slots in exchange. No Wizard in their right mind would do that. It's a fine strategy to memorize a few more high level spells than you have slots for, meaning that you accept that you're guaranteed to be unable to cast all of your prepared spells of that level, but it would not be good to overdo this strategy. And since 5e places a big emphasis on upcasting, it is usually the reverse that we see: many low-level spells remain valuable to prep since they can be useful across a wide range of slot levels.
All that to say... using vanilla rules, a Wizard/EK multi-class build would be forced to use their EK prepped spell on lower level options, but they would probably want to do that regardless, and they may choose to prep fewer or even none at those levels via their Wizard prepped spells. If that build suddenly had a single pool of prepped spells drawing from a single list of known spells, rather than two distinct pools and lists, I think ultimately their low-level spell choices would still look quite similar. In other words, I don't think this requires burdening the proposed rules with any additional restrictions, since the extra flexibility of prepping fewer low-level spell is akin to "giving them enough rope to hang themselves with" rather than an actual benefit.
I would say this adds complexity for something that no one will likely play anyway.
I find this assertion confusing... but please do let me know if I'm missing something!
On one hand, if no one will play that anyway, then who cares about its complexity? It affects no one. Sure, it might not be worth the paper or digital bits it's printed on, but it has no practical downside if no one's choosing to be affected by it...
On the other hand, if no one wants to play a given multi-class combo, then I wonder if that is a symptom of the game design being unbalanced? Let's say Wizard/Sorcerer is one of those combos no one would likely play (not saying that's what you said, maybe you were thinking of some other combo, but it's just an example...) then why? Are they not playing it because it's not powerful enough (i.e., the game is unbalanced)? Or because thematically it is disagreeable (e.g., like a Barbarian/Wizard, where we could make the case that Rage being incompatible with spellcasting is a feature, not a bug, in order to retain the theme of these classes)?
The trouble with rules like this is that there will be something that someone wants to do and now they can't (or won't).
Are you saying this proposed homebrew rule makes some specific combos significantly weaker, such that they would be viable under vanilla rules but no longer viable in the homebrew? If so, do you have any specific examples where that seems to be a problem? Or if not, what did you mean there...?
Multiclass casters typically are weaker than single class anyway, multiclass tends to be either for a speciic concept or to make up for something (the warlock/sorc/bard/pally combos, which this wouldn't touch).
Right... multi-classing spellcasters is typically seen as a big no no, from an optimization perspective. Do you think there is value in that being the case? Would there be a problem in making multi-classed spellcasters come closer to the power of single-classed spellcasters?
Thanks for all this feedback, folks! Really appreciate it!