Thank you.
However, a sizeable chunk of the discussion isn't about that it is actually overpowered, but gets too much too fast.
Your commentary on cherry-picking a level of the new ranger would be appreciated.
(And yes, we all know the devs have tweeted about it: essentially saying the UA ranger is before taking multiclassing into account)
Capn, I don't follow much of the social media stuff, except when referenced (& Linked) in threads like this. However, I have read a few, and my impression is that the Dev's are collectively not very collected. Either that, or they are deliberately obtuse and obfuscating (not that I'd put THAT past them...)
As to 'cherry-picking' levels, and multi-classing in general, I have a simple statement for all of you:
GET OVER IT!
Multi-classing has been a part of the mechanics of this game since the first hardback. The Bard class originally required that you take several levels of Fighter, then levels of Wizard,
then levels in Thief (not Rogue, Thief [that was the class-name, back then]). So, after investing [12? 13? ... can't remember] levels playing "this that and the other", you finally got to call yourself a Bard. And then got stuck in the back of the group, to guard the Wizard... and buff the party.
In terms of cherry-picking, every single [not-primary-caster] class has something worth a one-level dip. Pure casters require a heavy investment in being "pure". Let's examine the first level abilities gained, by class:
Barbarian: Rage, Unarmored Defense
Bard: Spellcasting, Bardic Inspiration
Cleric: Spellcasting, Divine Domain
Druid: Druidic, Spellcasting
Fighter: Fighting Style, Second Wind
Monk: Unarmored Defense, Martial Arts
Paladin: Divine Sense, Lay on Hands
Ranger: Favored Enemy, Natural Explorer
Revised Ranger: Favored Enemy, Natural Explorer (revised versions)
Rogue: Expertise, Sneak Attack, Thieves' Cant
Sorcerer: Spellcasting, Sorcererous Origin
Warlock: Otherworldly Patron, Pact Magic
Wizard: Spellcasting, Arcane Recovery
Yes, I know you know them, but look at them collectively. What I see is: 2 features; one strong (or very strong), and one (maybe/kinda/sorta/semi-/mixed) debatable.
Yes, there are features worth 'cherry-picking' on this list: Rage, Unarmored Defense (either), Fighting Style, Expertise, Sneak Attack, and yes, the Revised Natural Explorer. Are they worth a level dip? That's up to the PLAYER. Are any of them game-breakers? Not in the 2-years I've been playing THIS edition (out of 42 years total) [Before you say it, yes, I'm old. Hence the 'Handle']
Are players going to want to Multi-Class/Level Dip? Yes. Is it game-breaking? If YOU think it is, don't allow it in your game. [But for the
LUV UV GAWD, try it, first, okay?] Are there going to be Munchkin/Min-Max/PowerGamer character designs? Of course there are, those types are "now, and will always be {/SpockVoice}" a part of this game.
</blow-hard mode OFF>