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In Icewind Dale 2, my favorite build was rogue1/ranger1/paladin2/wizardX Drow. I was stealthing around with dual-wielded holy avenger longswords and still casting like a mofo. Solo'd the game with that build.
5e really doesn't encourage that sort of nonsense, of course.
odd, you must have special mind reading powers...
again another mindreader...
i would only consider pally multiclass if there was hexblade
I doubt it a lot. i see you point for reaching some ultimate justification of a build, but I don't remind ever have quote multi class build suggesting wait level 14 to get a second class.
At reverse the multi class major problem is not get ultimate skills of a class, and this will be hidden with max level 12. I bet that 10+2 or 11+1 will work very fine.
1. Certain classes have had some serious alterations to them such as any class with a summoned ally (Beastmaster, Find Familiar, etc.), some classes getting their subclass choices earlier, and not all the subclasses are available without mods. Same could be said for the topic of feats. Also, what is a wild magic barbarian? Barbarian and magic in the same sentence - WTF?? So why are these things important? For starters, a summoned ally doesn't require a bonus action to control. They have their own action economy separate from the summoner. This will be different.
2. Short rests and long rests are a lot easier to access. You get supplies all over the place so it is easy to get what you need to long rest. Short rests don't just affect Druids, Warlocks, and Battle Master Fighters... Any weapon you find will have 1-3 short rest unique actions that they can do so everyone benefits from short rests regardless of class.
3. Not all the spells work the same. For example, dancing lights in 5e gives you 3 orbs you can move around the map to illuminate areas. BG makes it basically a torch you can place. Minor illusion in 5e can be stretched to your imagintion. BG's minor illusion will allow you to place a scarecrow/dummy that enemies will investigate (potentially putting their backs to you, making it easier to hide and cause a sneak attack). I could do a much longer list on this point alone.
4. Multiclassing has no ability score requirements in BG3. This is a huge change. It reminds me of the other change where they are completely taking away the ability scores from racial traits. So there will be significant changes even from EA to full release! Who is going to play human or half elf then? What will they design to compensate for it so they get more balanced play time across the races? Point #1 makes dips into other classes even easier when you get access to certain content earlier in class progression.
5. There will be a whole new skill tree that we know very little about when it comes to the tadpole powers. So when it comes to builds, this also is a big deal. Would you get tadpole powers for both classes in a MC build or just your most recent one, as they appear to be related directly to your class choice?
6. Itemization is HUGE in this game from what I can tell. You might have a build in mind and then you find a few items in your playthrough that you want to build around and so respec-ing your character might be super helpful! The number of items I have found in the game to be designed for specific classes has been pleasantly surprising - even more so for you Multiclassing aficionados.
7. Also you have to really look at the passives and reaction portions of your characters. It takes a bit to figure out how they coded in Great Weapon Master or Bardic Inspiration or Smiting as a Paladin. So click around and see when something is on or off because you might be confused on your probability to hit until you figure out something was defaulted to being on during combat.
I can keep going but the idea is that even if you are a D&D veteran, understand that this game is designed for EVERYONE. There will be a slight learning curve for all players (but maybe not as bad for you). Don't assume that it is the same. Instead, I would suggest assume it is different and be pleasantly surprised when some things are familiar. Try playing a wild magic sorcerer and you will see what I mean.
Well except lvl 1 dip of cleric or fighter for sorc is great but nothing else
or people who think that a class based system is limiting rather than something that allows more depth and nuance
multiclass has its niche and it can be great if you go at it with intent but I'm heavily anticipating a lot of people coming to these forums asking for help why their "build" isn't working when they've got 6 level one dips into different classes
Primal path from Tasha's Cauldron. Magic + barbarian are pretty normal words to pair together in a sentence really. The paths of the beast, ancestral guardian, storm herald, totem warrior, and zealot are all paths with some pretty blatant magical effects to them :)
I think it's a headfake to Pathfinder's Bloodrager, which was itself a reference to something else (I think a Prestige Class from 3 but I can't remember), and so on...
Deckbuilding is fun.
Theorycrafting is fun.
Multiclassing is fun.
Singleclassing is fun too, just less of a talking point, especially seeing as multiclassing's details were only recently revealed.