Okay, so I originally didn’t think that this was entirely necessary, but the character I’m currently playing has now started developing in a multi-class direction (cleric/wizard, currently with Novice Power)) and so I’ve been looking into the multi-class rules.
I’ve come to agree that paragon multiclassing is underpowered when compared to a normal paragon path. Consider a paragon path usually nets you the following:
(a) 1 encounter power,
(b) 1 daily power,
(c) 1 utility power,
(d) 1 path feature at 11th level not related to the spending of action points,
(e) 1 path feature at 11th level related to the spending of action points, and
(f) 1 path feature at 16th level which may or may not be related to the spending of action points.
Paragon multiclassing, by contrast nets you the following:
(a) 1 encounter power,
(b) 1 daily power,
(c) 1 utility power, and
(d) the ability to swap one of your at-wills.
I’ve structured the list so that letters correspond on purpose.
Now, one could argue that a, b, & c are underpowered because the powers you get to chose from in your second class are of a lower level than the ones the paragon path grants you, but they are granting you your choice from all powers of correct type and the level at which you gain them and below so I’m not going to get involved in that.
For d, the two options are a fairly close match, but I’d add the following feature:
Implement Flexibility: When using a power with the Implement keyword, you may use an implement from either your base class or the one associated with your multiclass feats.
This makes classes which use different implements (e.g. cleric with wizard) a bit easier to handle as then the character doesn’t need more than one implement. There is precedent for an additional small boon like this. See Angelic Avenger, which grants a Cleric proficiency with a martial weapon in addition to the standard set of features.
The obvious underpoweredness of the paragon multiclassing, however, is in the fact that it is totally missing e & f. Rothe’s synergy bonuses seem to be a good start at addressing this, but they only provide one of the two missing features (probably the 16th level one, not 11th as he proposes, since they don’t involve the spending of action points). The problem is (as Rothe pointed out) that a ton of abilities are needed (56 for just the classes in the PHB, even more as more classes come out). Thus, while I like the idea, I’d prefer something that is a bit more generic and that fits the current structure better.
No real ideas for the features yet. I just thought I’d post my thoughts on the framework of how to “fix” multiclassing.