D&D 5E Why do you multiclass?

Why do you multiclass?

  • To maximize overall build (damage, combinations of abilities, etc.)

    Votes: 42 26.6%
  • For RP reasons.

    Votes: 54 34.2%
  • I generally don't multiclass.

    Votes: 62 39.2%

I wanted to make a Van Helsing type of character. I started as a Human rogue to gain the expertise in Arcana and Investigation and Crossbow Expert. Due to being in the Underdark, I pretty much had to detour into 2 levels of Warlock to be able to see. I have now taken my first of 5 levels of ranger before I then go 3 more levels rogue.

If the Witch Hunter ever gets tweaked/tested and official, then that would have been almost perfect for me.
 

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Not the fondest of the poll options. Where is "To realize the character I envision"?

You can build fantastic characters single class - I often do. But that doesn't mean it covers any possibility I have, either from a "RP" side or from an abilities side.

The easiest examples of this is when teaching kids, who don't think in the boxes of the classes. "I want to heal and be agile like Spiderman and talk to animals". Hmm, bard / druid or bard / cleric (nature) maybe?

If you picture the classes as coins sprinkled on an index card representing concepts. They cover a lot of it, and some of them overlap. And they are good. But there's also places between that the card is showing, and multiclassing can help fit those concepts as well as the ones under the coins.
 

Really? No "other" option? I'm either maximizing or rp? That seems to keep out a whole lot of excluded middles...

This.

I'm multiclassing because the BladeLock archetype seems to have run its course by the time it reaches level 12. It's time to branch out. So I'm exploring other options. And the Swashbuckler perfectly fits my Fey Pact BladeLock's personality. I'm going for the role-playing angle and using Expertise for his social skills. Adding his prime stat to Initiative won't hurt one bit either, of course. Haha!
 

I suppose it's closer to 'RP reasons,' but I'd want to say for a "build to concept." 'RP reasons' to me suggests something in game, like a character having an epiphany or religious conversion or other life-changing event and choosing to change classes at that point, or joining an organization and taking levels in a PrC it offers.

MC for build to concept means you have a character idea that the existing classes can't model, but a combination of them comes closer.

This! I thought it, but couldn't put it into words. Just like how I simultaneously employ charop drives (I want to be good at what I do), "gamist" drives (I want to do something that will entertain me and others), and narrative drives (I want to do things that make sense), and cannot cite any of them as being categorically superior or inferior to any other.

That's why I didn't vote. None of the options actually reflects my stance on multiclassing.

For those interested in a deeper breakdown of what I mean by these things...have a substantial digression! :D
[sblock=Substantial Digression]"Concept" embraces numerical, procedural (or "gamist" as I said above), and thematic elements simultaneously. If a concept is so numerically unsound as to be (nearly) impossible to execute, it won't be a fulfilling character, so I won't do it. If the procedures associated with a concept are outside a certain comfort/Goldilocks zone (e.g. the 13A Paladin is too little mechanical engagement, while the 3.5e Druid is arguably too much), it won't be a fulfilling character, so I won't do it. And if the thematic elements of a concept don't excite me at all, it really won't be a fulfilling character, so I won't do it.

All three things need to be present for me to "really" have fun. An insufficiently-effective concept will frustrate me by failing too much. If the concept doesn't (mechanically) engage me enough, I will get bored and my mind will drift; if it (mechanically) engages me too much, I'll feel lost, like I'm floundering. An insufficiently (or inappropriately) themed option will fail to get me invested in the first place.

As an example, my Dungeon World game. I love(d) it--I have a great group, the story is great, and the looseness of the system means we can do what we want with it (to a far, far greater degree than any version of D&D, 5e included). My character, a Paladin, is pretty darn effective at his job: keeping the other characters alive (I'm the group's primary/only healer, apart from health potions), keeping them from doing stupid things, and absorbing the tough hits so my allies don't have to. "Optimizing" in DW is...a pretty minimal thing, all told. And thematically, I couldn't possibly be happier with my character, he's everything I've wanted out of the experience of playing a Paladin. He stumbles at times, and has been on the receiving end of his god's...not "displeasure" per se but perhaps "disappointment" and has made his amends--but for all that, he is a strong, meaningful moral example to others (especially his cohorts) and his good deeds have actually mattered for the world, his willingness to listen and forgive has genuinely changed things.

But in mechanical/gamist terms, Dungeon World is a pretty serious disappointment for me. I need barely pay the tiniest fraction of my attention to most fights; only the most seriously epic-awesome conflicts actually require me to focus. Position is naturally handwaved in DW, and only the Wizard (and kinda-sorta the Cleric) gets any amount of "mechanical levers and dials" to interact with. On my turn, it's pretty much a flowchart (with movement usually being freely allowed):
If I'm currently in a bad spot or at risk of one, act to get out of it ASAP. Roll the relevant move (usually Defy Danger).
If I'm not, but one of my allies is, act to get them out of it ASAP. Roll the relevant move (usually Defend).
If nobody is, but someone has low health, heal them (roll Lay on Hands, or Cast a Spell e.g. Cure X Wounds).
If party health is okay, attack the nearest enemy (usually Hack and Slash, since my Pally is melee).

And...that's it. Hampering actions are generally not worth the time (particularly now that the Fighter and Rogue are crazy killing machines), terrain and repositioning are either absent or part of the natural negotiation process of declaring an action, and the Cleric spell list--while good for healing and non-combat "skill" stuff--does little to expand the DW Paladin's level of mechanical engagement (especially since DW spells are relatively easy to 'lose' until you Make Camp for the day). The only way to make things engaging...is to step out of the "combat" paradigm entirely, in anything but a really major set-piece. Which I find terribly disappointing, as that means a good 20-30% of the game fails to engage me, when the remaining 70-80% is brilliant.

My DM and I have talked about this of course, and we hashed out a custom Compendium Class (the DW equivalent of a PrC) which would almost certainly be brokenly OP in general, but is both flavorful and appropriate for our campaign. This has helped, but only a little. Dungeon World just eschews mechanical engagement too much, I suspect. So while this is probably my favorite campaign I've ever played in, it's still a little bit of a disappointment because I consistently note the absence of that one component.[/sblock]
 

Didn't vote, I have multiclassed for both reasons, and not on a powergamey way. I really suck at optimizing so I don't really see it as a tool for minmaxing. But I really feel there is a lot of gatekeeping and badwrong fun nowadays, who cares if I want to play a multiclass sorcerer/bard -nothing short of favored soul comes close as a single class-? Why is it such a big deal? Why is it so wrong for my melee sorcerer to follow the dead paladin's footsteps and take a few levels of paladin? Why can't my rogue find religion and start casting cleric spells? As long as I don't overshadow anybody and carry my weight, whether my character is single classed or has eight classes isn't anybody's business, not even the DM's.
 

As a player I think I have multiclassed probably only once or twice in the 3e era. It was just to try it out, probably both to see how I'd handle a hybrid character concept and if I could find some functional synergy between the two classes' abilities.

OTOH I did "multiclass" into a prestige class a few more times back then (although it can be considered a different thing), IIRC always from Wizard or Sorcerer. There the reason was specifically because arcane spellcasters prestige classes were always more attractive than staying in the base class forever, both in terms of adding new abilities and more flavor. I consider that to be a flaw of the base classes design in 3e.

I don't understand why multiclassing is some sort of sin. If you think the features of another class are what you want your character to have, then so what? The game is about the players have a good time. However multiclassing has this 'badfun' stigma that frankly baffles me. I don't think I've played more than a couple of monoclasses in the past 30 years and had a great time as have those that played in games with me.

IMO it originally stems from early editions players, who typically multiclassed only because they wanted the goodies of 2 characters at the same time, or because they couldn't decide between (sometimes very) different classes i.e. roles in the story. The "Elf" class in BECMI was maybe the most common case (even if not "multiclassing" strictly, the class worked as 2 classes at once): everybody wanted to play an Elf because you'd be roughly a Fighter and a Wizard and the same time, and thus simply the best character in the game.

Yes, at higher levels you'd pay the price of being behind single-classed PC by a few levels, but you had to get there first, and most players could figure out that it was convenient to start strong and live on a debt you might never get far enough to pay for it.

This problem disappeared with the advent of 3e multiclassing rules. But then multiclassing became a lot more flexible that before, so the new problem was that some players dedicated a lot more attention to creating "combos" as powerful as possible, than the attention they dedicated on playing the game with the rest of the group. Probably a lot of people still cringe at the memories of such players, and blame multiclassing or feats or prestige classes for that.
 

Figured I would see people complaining about no middle option. I'd have worded the question something like... "what -primarily- drives you to multiclass?" . With roleplaying taking precedent over mechanics if you MUST choose a both answer. Let's be real here, there's a specific reason you are taking that new class and this being a subjective medium that D&D is, it's going to be either for the benefits of mechanics or the roleplaying aspect. Can't quantify a 50/50 answer with subjective thoughts about a DM style /Campaign/ what classes and races are allows/ what the tone of the campaign is, etc etc. I'd be literally an impossible task to give a 50-50 both answer. There's a primary reason about why you were -first- driven to that particular choice to multiclass.
 


I tend to do it for RP reasons. My current character was supposed to be a Warlock who was a demon hunter and an expert at arcane lore. So I really had to give him 3 levels of Warlock to emphasise the Lore-part of his character.
 

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