So, if it was your job to write the next version of dungeons and dragons rules in preparation for the next turn-based combat simulator, how would you adjust the multi-classing rules, if at all? I'm specifically thinking about how to make as many class combinations as possible into something balanced and useful. I used to think the evenly-spread fighter-magic user (or the basic rules (remember those?) "elf" were gods among men. Multi-classing the spell-casters didn't feel that way to me anymore with 3rd edition, in fact, just the opposite. So... if you sort of agree or whatever, what would you change? I used to love the idea of an evenly-leveled cleric-wizard too, but the higher level spells are often desirable that it's hard to sacrifice them now for "versatility." I'd rather have a fireball than a cure light wounds and a magic missile. My opinion is that in the old days, if you had two classes, you divided your experience in half, leaving you aprox. 1 level lower than everyone else, since with each level you need twice the experience of the previous. But these days, a 5/5 spellcaster is nothing like a 10 lvl caster.