I am curious as to the opinions of those who know D&D rules - both old and new, and are familiar with the balance necessary to maintain the power edge in a game of this nature.
Before anyone flames me - my hats off to the developers, etc. for their work and effort. As someone who has written content an guides ages ago for other D&D games, I do understand just how difficult it can be.
So the question - why did DDO remove the multiclass penalties that exist in D&D 3.5?
In my opinion the 3.5 rule set was very, very well balanced. Removing the penalty has allowed players to marginalize what should be difficult content - and effectively made that same content much more difficult for non-optimized players.
The only reason I can think of to have removed that rule is due to the lack of content that was available at game launch. Now this is NOT to say that there was not enough content at game launch. I was quite happy with it at game launch - but it IS to say that at that time, a player with the experience penalties might not have been able to progress through all of his or her levels without feeling a great absence of content (that coupled with the old xp penalties, etc.).
As the game sits now, running single quests for my level, there is more than enough content at the lower levels to carry me through every level without running all of the quest. So - while I am a fan of many of the multiclass builds I see, I wanted to know why (as in the case of the old fighter's action boost), the experience penalty can not be introduced as it should be. This would provide enormous help in balancing the game - yet still allow players to level and complete their three class characters.
Likewise - how is it that I can level monk/paladin/monk/paladin/monk/etc... when both of those classes clearly state that they can not gain levels once they take a level in another class.
Anyway - just curious
I would like to see those changes brought into the game - and though I am sure many would not like it, there are also many who would.
Thoughts?