RChu1982: Seriously, I hate multi-classing in this game. It seems like you have to give up a lot of what you did in your old class, to get a new class, changing equipment sometimes, skills locked, worrying about meeting minimum profession requirements, etc.
I think they did go too far when they changed multi-classing in this game.
The game I'm replaying right now, Saviors of Sapphire Wings, has a subclass system that feels better balanced, to the point where it gives you an advantage (and no disadvantage!), while not letting everyone do everything. Basically, XP is tracked separately per class, and your subclass gets half the XP of your main class. (The game also has different balance properties; offensive spells go Alchemist > Healer > Wizard, if we ignore weaknesses and Omega Impact, spells are the fastest way to take down bosses, and physical attacks have the most easily acquirable area attacks.)
Or there's Stranger of Sword City (Revisited), which has a more traditional class change system (lose half your levels when changing class), but limits the number of abilities you can borrow from previous classes at any one time.
I mentioned how, if I were making Wizardry 9, I'd revise the class change system. Here are some things I'd change:
* You keep all your equipment options of the old class, and get the equipment options of the new class.
* Old class skills remain open. However, there's a skill cap; it's 5 times the number of levels you have in the class plus 10 if the skill is a class skill for at least one of your classes. (The skill cap is there to prevent things like Stealth dips from potentially breaking the game; then again, I'd also change how Stealth works, or at the very least make it something you can turn off.) Skills still can't be increased over 100 without bonuses.
* The primary skill bonus isn't 25%; it's 2% per class level. (Still ignores the skill cap.)
* Class special abilities are kept. However, some would be changed to keep dips from being too powerful. (For example, I'm thinking Berserk would be 5% per Fighter level, so you need to keep investing in the Fighter class to make it powerful. I'm also thinking I'd give the Lizardman race the equivalent of 4 fighter levels for this purpose, to give that race something special to make up for its weaknesses.)
* You can't start as a Hybrid or Bishop, and can't change into those classes until level 5. However, hybrids would lose their 4 level penalty (so, for example, a Cleric/Valkyrie would get full caster level, but wouldn't be as good at fighting as one who took 4 levels in Fighter, and a Bishop would need to choose a primary spellbook for the first 4 levels). (I might allow a character to become an apprentice at this point, seeing as how many players wouldn't know the stat requirements in advance.)
* Not related to class change, but speaking of magic, I'd make resistance, particularly against direct damage spells, less dependent on relative level; furthermore, enemy resistance would be lower and player resistance wouldn't be as easy to get (maybe no Element/Soul Shield, or at least make the much weaker). This would make magic a good choice when you'd otherwise be outmatched, rather than the Wizardry 8 balance where offensive spells are useless in those situations and you end up using physical attacks.
* Also, expert skill acquisition would de different. At level 11, and every 10 levels after that, you get to choose one expert skill, regardless of class. (Note that there'd need to be some rebalancing of stats for this to work, particularly Intelligence.)
RChu1982: As an example, if in Bayjin, with a group of Rynjin which you outlevel, out in the open, you can layer magic. Nuclear Blast is unnecessary if they are in thrown range, where Lightning would be much more cost-effective (PL7).
If you're using specialist casters, however, the cost of Nuclear Blast is offset by the following:
* Your Nuclear Blast caster will have more fire spells than your Lightning caster (who will only have at most 2). This means more SP for the NB caster.
* Your NB caster will also, in typical play, have more Fire Magic skill, thanks to using fire spells the whole game (Energy Blast is good when you get it, since it's the least resisted realm early on, while Fireball is just so useful when you're using offensive magic), whereas the Lightning caster will not have been using fire magic much because the only other spell, Light, isn't that useful except as a practice spell.
Note that this means that NB might very well be castable safely at a higher power level than Lightning. (Even Falling Stars might be usable at a higher casting level, if you've been casting Armorplate regularly.)
RChu1982: In my last MDP, where I had one "flavor" of magic each, coming from Instruments, Gadgets, Divinity, Alchemy, Psionics, and Wizardry, the path was to get the last 4 Powercast.
Did you also have Artifacts and Throwing, the other flavors of magic, well covered? (Well, there's also potion-like items, which don't use a skill, and Dispel Undead, which is a non-learnable spell that's usable by Priest/Bishop special ability.)