The difference in rest lengths is also tricky to manage.
If the party can afford to rest for an hour, they can usually rest for eight hours.
The way cleric spells are worded, they can choose any spell from their list to use for the day.
Their choice isn’t limited by what slots they can actually cast.
Rogues can be thieves, assassins, or arcane tricksters; fighters can be champions, battlemasters, or eldritch knights.
This should be a good thing, as it allows for a wider range of characters without waiting for new supplemental books.
Making them comparable to each other shouldn’t have been that difficult.
3.5 refined the game further but still had a number of problems.If you play a sorcerer, you get to choose between dragon blood and wild magic as the source of your power.Both sound really cool, but the dragon blood is unquestionably superior.So a level 17 wizard/1 cleric can cast ninth level spells from both classes. Edit: There’s been some confusion of how this works, so here it is with more detail.Page 164 of the mutliclassing rules states: “You determine what spells you know and can prepare for each class individually, as if you were a single classed member of that class.” It then gives an example of wizard/ranger, neither of which prepares spells like a cleric does.