D&D 5E New multiclassing concept

DND_Reborn

The High Aldwin
Ok, maybe this isn't "new", but I don't recall anyone suggesting it before. Here it is:

1. Remove current multiclassing rules. This cannot be used in conjunction with the current rule set.
2. MC characters have two (or possibly three?) classes beginning at level 1. I'll assume two is the maximum number of classes, such as Fighter/Rogue.
3. Experience is divided evenly among the two classes. So, at max 20th level, your MC would be 15/15 max.
4. You never gain any subclasses or subclass features. This is the price you pay for multiclassing.

Now, some classes are more reliant on their subclasses than others. Paladins, for instance, are pretty powerful without subclass features at all. So, the question becomes is lower "levels of features" and no subclass worth the second class?

HP would also be lower, probably, as I would suggest either the average of the two classes for HP, or to be more generous, allow the larger HD to be used. In the above example, a Fighter/Rogue 15/15 would have 15d10 hit dice, so 5 fewer HD than other 20th level characters.

Thoughts? (I literally JUST thought of this idea--so I haven't considered how balanced it is yet.)
 

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Lots of people start at 3rd level. Lots of other people use milestone or story-based leveling and not XP. You'd have to take that into consideration if this concept.
The easiest thing would just have a chart/table. If you characters in the party are equal level (fairly common IME especially with milestone leveling, or even with encounter counting), you could advance the MC characters according the the single-class level equivalent:

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For example, if your single-class PC reaches level 11 by the milestone, your MC will reach level 8/8.

So, I am not really concerned with this aspect of the idea, but more about the power-level equivalence.
 



Ok, maybe this isn't "new", but I don't recall anyone suggesting it before. Here it is:
We've had a few threads over the years suggesting various versions of AD&D style multiclassing; I'd have to see if I can dig some up.

I think the most common version I've seen is to have hit points and overall "level" correspond 1:1 with normal levels, but levels grant varying levels of progression in 2 (or more) classes. Like a 10th level multiclass character has the normal hitpoints and proficiency bonus of a 10th level character, but is only level 7 in both their class abilities. Sacrificing subclass progression is also a real common take on the topic.

How to handle caster progression for MCed dual-casters is usually where the proposed rules get fiddly. (Which isn't really different than standard 5e multiclassing. :) )

Edit: Found links:




 
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I've looked at this in the past, triple classed characters topped out at level 12/12/12 based on total experience for a single classed PC to reach level 20. The only notes I had about subclasses was calculating spell slots which mentions an eldritch knight. In this style of multiclassing, you use the most beneficial spell slot progression so a paladin 6/wizard 6 would have the spell slots of a 6th level spellcaster instead of a 9th level spellcaster.

Something I was also wondering about is whether or not hit dice and proficiency bonus should be equal to your highest class level or if they should still gain hit dice and proficiency bonus equivalent to a single classed PC. Leaning towards the former as an additional cost to multi classing. It means a dual classed character hits +5 whereas a triple classed hits +4 maximum on their proficiency bonus.
 


A problem is that some classes have a lot of their power in the base class, and some additional "nice" bits in subclasses, while others have most of their power in their subclasses. A wizard without a subclass is still 80-90% of a wizard with one, while a fighter without a subclass may only be 60% as good as a fighter with one.

Also, how would you handle the Warlock, which could be looked at as having two subclasses.

And while not a mechanical problem but a thematic one, but a fully-generic cleric without domain or other deity customization will be bland and unflavorful.

Actually, that may be a more general issue I have with this in general - subclass is one of your big customization point, skipping it loses out on flavor. I'm not of fan of flavor loss for mechanical gain.
 

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