[RPG] How to help a new player evaluate complex multiclassing options without driving them and yourself crazy


How do you help a player that is new to D&D evaluate complex multiclassing options without driving them and yourself crazy? I have people trying to choose between all manners of combinations, from brand new options like adding in artificer, to hexsorcadins.

I have already calculated damage/healing/etc. Showed them what features they would gain or lose. But then I run into situations like battle smith vs hexadin where a question like "Do you want to be a tanky off-support?" doesn't cut it.

Everyone already knows the rules for multiclassing and the downsides because I explained them. I just don't want to scare them or myself off the whole prospect because of the complexity. Especially because many have already decided they want to multiclass, they just don't know which direction to go.

Best Answer

Breakdown the priorities of each option, and let them pick their poison.

Ignoring the individual mechanical benefits of certain multiclassing combinations (Hexblade + Paladin, Rogue + Barbarian), almost every class and subclass can be analyzed for specific trends. By pointing out why someone would pick one option over another, for something they find interesting, you can almost guarantee they won't be disappointed by whatever option they choose.

Right now, your players are likely suffering from Decision Paralysis, and the solution is quite simple: Make Things Simple.

The How

Look at each class and come up with two for each lists for each:

  1. What they improve (Why you should choose this class)
  2. Stat dependencies (What you need to invest into this class)

For the items in those lists, organize them based on priority or importance.

Try to accommodate any changes that you might gain from subclasses and features. For example, the Rogue doesn't inherently gain magic abilities, but it can gain the option of manipulating magic items from Thief, or casting magic spells from Arcane Trickster. Try to summarize the class as a whole.

So, for example:


    • Stealth
    • Weapon Attacks
    • Non-combat utility
    • Mobility
    • Ranged Combat
    • Combat utility
    • Melee Combat
    • Spellcasting
    • Dexterity
    • Constitution
    • Intelligence
    • Wisdom
    • Charisma
    • Strength

What this allows someone to do is determine whether or not a Rogue is a valid option for themselves.

Many Wizards might not like the idea of being dependent on weapon attacks, despite liking the idea of a "roguish" caster, and may look to other option to get the solution they're looking for.

On the other hand, a Wizard who's looking to improve their stealthiness and is relying more on attacking (say, a Bladesinger) can easily identify that the Rogue would be a solid option (compared to something like a Monk or Fighter).