Multi-classing

A character can combine abilities, skills, or progression from more than one class or archetype simultaneously, rather than being locked into a single fixed role. Divinity: Original Sin 2's freeform skill-and-attribute system (any character can learn any combination of skills) and Path of Exile's Ascendancy sub-classes layered atop a shared passive tree both let players build hybrid characters that blend traditionally separate archetypes. Designers use multi-classing to maximize build diversity and player expression, to reward system mastery (understanding how disparate mechanics interact well enough to combine them effectively), and to avoid the staleness of rigid, mutually-exclusive class identities. Key decisions: how freely classes can mix (a fully open system versus limited multiclass slots), balance risk (hybrid builds combining the best of two classes can be strictly stronger than pure builds, a common power-creep trap), respec cost for experimenting with combinations, and clarity of how cross-class synergies actually work. Pitfall: unrestricted multiclassing without careful balance tuning tends to produce a small set of dominant hybrid 'meta' builds that overshadow pure-class play — the freedom needs guardrails to keep the build space genuinely diverse rather than converging on one optimal combination.

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