LoganNow: all this talk of dual. somehow it never appealed to me. how forward looking is the permanent termination of growth of a given class? that termination would trump any advantage, since you're basically arguing against your character's growth (or at least the half of him u dual'd from). The only exception I'll state is back in Dark Sun Shattered Lands, where a thief was useful maybe five times, i started a thief, then dual'd immediately to fighter, just to have the thief's skills.
But in an epic never-ending line like BG u'd dual? Unless a class is particularly hated in BG, which probably none is, I totally see no sense in this argument. You're talking about an infinite-growth-of-every-class paradigm correct? (NWN-type) So, the question then is which class (the one u dual from & therefore permanently stunt growth in) are u insulting and what then retains the value of play?
Thanks.
(PS: these arguments against dual don't apply to Multi. Even Multi, in cases beyond FC FM or FT usually waters down a character far too much, and even then you have to see if your end-game, or the end-of-some-future-predicted-game, won't cap u below the power u seek)
Remember that, in the BG games, the cap is based off total XP, not character levels; hence a multi-class character will cap out at a lower level than a single class character would (or an early dual class in the second class).
In the long run, I think it's best to compare dual class characters to single class characters from the target class. If you look carefully at the XP table, you can get a decent number of levels in the first class while losing maybe 1 level of the second (and in Throne of Bhaal, levels don't mean as much past a certain point). In the meantime, you get some of the benefits of the first class, which can be quite helpful. For example, if you do Fighter->Mage at level 2, you end up with a Mage who has a lot more HP (9 with average Con and rolls, more if you have more than 16 Con and get a good roll when reaching Fighter 2) and can wield weapons and wear armor (elven chain being the most interesting option here). Similarly, you could get thieves who can use fighter weapons (but not backstab with them) and wear heavy armor, or a druid who can wear plate mail (IIRC, could be wrong on this last bit).
At least in classic, there's also the exploit of going Ranger->Cleric, which will give you a Cleric with access to all of the Druid only spells (excluding some HLAs), getting access to 7th level Druid spells before a single class Druid. (On the other hand, I note that a multiclass Fighter/Druid gets access to Heal before a single class Cleric.)
The Dark Sun games, incidentally, give dual classing two useful properties it does not have in the Baldur's Gate series:
1. You can dual class twice, getting levels in 3 classes; you can also dual class gladiator, but can't multiclass it.
2. Preservers and Psionicists get to choose spells/powers at every level up, but don't get to choose their starting spells/powers (they're fixed). So, if you want more access to spells/powers that you don't get at character creation, you need to dual class, which will allow you to choose spells/powers at level 2 (instead of getting what the game would just give you).
(There's also the minor exploit of going Ranger/Cleric to give a Cleric two elemental spheres; while it's technically an exploit, I consider it fair given how limited a Cleric's spell selection is in the Dark Sun games.)