About jumping- I wouldn't say +1 per monk class level, thats huge and means you don't need to put any points in at all for most of the checks you need. I'd say +10 is a safer bet.
For me, the thing that makes monks special is the
ridiculous things they can do with their bodies alone. They're very capable with weapons, of course, but it's the ability to make 10-foot leaps and land on the top of a flagpole that make them really fun to watch, and therefore fun to play. I think a +1 / level is pretty reasonable for Jump, especially considering the DCs for vertical leaps.
Re:
DippingThe only problem is if you build a class that no one wants to take past fourth level. Then you've built a sucky class. Dipping isn't an inherently bad thing.
I actually really encourage it as a way to tailor-build something that doesn't exist in the rules already. You can whip together a decent ninja out of a fighter/rogue, for example, but you can also make a good swashbuckler out of that same combination, fighter/rogue.
Some of the base classes are basically multiclasses with special class features. Ranger: druid/fighter. Paladin: cleric/fighter. Bard: fighter/rogue/wizard. Never forget that the original four classes were cleric, fighter, thief, and wizard. Everything else really tumbled out of that.
Elennsar's point about BAB and Fort is sound. Thats why I've been pushing for making the fractional system implemented into core. I see no reason why a barbarian 1/fighter 1 has double the fort of a fighter 2, or why a monk 1/rogue 1/scout 1 is worse at fighting than a monk 3. That makes dipping more a matter of class level than it does saves and bab.
Well, one school of thought is that if you multiclass, you simply don't get the full benefit of focused study/experience in a particular class, therefore you lose those fractions. By the same token, a really slick multiclasser can work those numbers to her advantage.
Ultimately, though, I agree with the other school of thought that if you play through a level in a class, you should earn the equivalent fraction of skill you learned
in that class, so I really like the fractional system. The only problem is that it's a huge pain in the ass to implement. It's just fully of fiddly math. Speaking as someone who doesn't like numbers, I can see why Wizards would say "Oh sweet jesus, just make it whole numbers for the love of god!" So here's the challenge, then, come up with a simple, clear way to resolve it, like find a way to tabulate it somehow, and I think it's a great idea. It has to be worth the headache of implementation, though, or else no one will use it.
BTW, I wouldn't get your hopes up on
Rebalanced becoming a discreet system. It will be cannibalised as a series of optional rules, if it's used at all. Sorry to burst the bubble, but I've been pushing a home-brew system for a couple of years now, and people just don't jump on stuff until its sold in a store and has a cool cover.