I love to multiclass for straight-up mechanical, theorycrafting reasons. But to assume, therefore, that I am bad at or uninterested in RP and storytelling would be an error.
To me, a class is like a kit of legos. It's kinda fun to make something by following the directions. But it's far more fun to mix the kits together and build cool shit. And it's usually easy to build a fun backstory around that.
An elf noble who goes adventuring because the spirits talking in his head force him to. (Ancestral Guardian/Echo Knight).
A craft guild member from Silverymoon who aspires to join the Spellguard and elevate his station in life (EK/Wizard).
Cleric who is cast out of his temple for unorthodox practice and heresy (Tempest Cleric/Draconic Sorc)
Ship's officer who serves as the navigator/engineer but defects to a foreign nation because his homeland has come under control of a corrupt government (Artificer/Fighter.)
Mechanically, the hardest part of multiclassing is making the class fun for most of the campaign. Especially when most campaigns only last to level 10 or so. For instance, in the echo knight/ancestral guardian example, the best level split at 10 is 6 barbarian/4 Echo K. But that more-or-less means going to at least five in barbarian to get to multiattack quickly. Which is more boring than playing echo knight. The other option is to start Echo Knight for tactical shenanigans, and settle for taking multiattack much, much later. Or compromising by going to 5 echo knight before mcing into barb.
Do you also build out "sandbox" versions of characters that you're going to multiclass to see what your potential options are?Do
Do you mean many different variations to see what different tweaks look like on paper? Yes.
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Do you mean many different variations to see what different tweaks look like on paper? Yes.