D&D (2024) What happened to proficiency bonus times per day?

Unpopular opinion: multiclassing is a curse upon the game.
I disagree.

The problem is that the designers design in spite of it instead of with it in mind. Multiclassing is just... there. There's not real mechanics connected to it, it's just thing thing that exists and now you can't be good at level 1--but that's okay because levels 1 and 2 are beginner levels non-new people are never expected to interact with again.
 

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Unpopular opinion: multiclassing is a curse upon the game. The necessity to balance around it severely constrains game design and not in a good way.
Agreed. Nearly every story I've read about an overpowered or unbalanced character "build" involves multiclassing at least once, and as early as possible.
 




Well it’s never been universally applied. The issue is some MAD next to some SAD is never gonna work.
IMO. The issue is that the MAD components for a given class aren’t ever equally weighted or nearly so. There’s nearly always a clear building this way is much better.

But there’s a good reason they aren’t weighted equally as well. The reason the MAD components aren’t equally weighted is because thematically it can be rather hard to justify and so they don’t.
 

Unpopular opinion: multiclassing is a curse upon the game. The necessity to balance around it severely constrains game design and not in a good way.
As much as I like multiclassing and want it to be easier and more rewarding to do, I can't disagree with this.
 


I wish this was a module we could switch up to. Oh wait.. where are the modules they talked about in NEXT???
In the same place as martial healing, the "Warlord Fighter," the "tactical combat module," and...basically everything that was actually going to appeal to 4e fans.

That is, not actually part of 5e, and extremely difficult to add to it.
 

As much as I like multiclassing and want it to be easier and more rewarding to do, I can't disagree with this.
I mean, that's the problem with a la carte multiclassing. It creates enormous game-design problems and pretty much exclusively provides aesthetic benefits. As with most aesthetic-based game-design decisions, it's not undertaken because it makes a better gameplay experience, but because it feels and looks like it's great design.

It's like having an important, functional building like a library or hospital be designed by an avant garde architect; the building might (...might) look beautiful and be a true work of architectural art, but it's infuriating and unpleasant to actually use or live/work in/around.
 

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