The problem with a proliferation of classes is that each new class means that there are certain things which become walled off from other classes. If there is an assassin class, that means that there are certain things that we now expect a rogue (or fighter) *can't* do, because it stands on the assassins schtick.
I am really seeing a lot of respect for EVERY edition here. It looks like there is something to appeal to just about everyone here.
The class section itself is going to be a thing of beauty.
I'd quite like this, but I think most players would be up in arms, because I think most players want to buy the core books and play the entire game from 1-30. I know some people that won't ever buy supplements.Red Box (Levels 1 - 5, Introductory)
Player's Handbook I - Heroic (level 1 - 10)
Player's Handbook II - Paragon (level 11-20)
Player's Handbook III - Epic (level 21-30)
This organization would keep paragon ideas in it's own book and epic ideas in it's own book. Could be an excellent organizational tool and also an incredible way to get folks to buy a minimum of 3 main rule books without resorting to "Splat Books".
They might even use quasi-BECMI names for the books/sets.
You could take this idea further and group monsters by tier in their own Monster Manuals.
OK, let's try this again. The classes which were in EVERY PHB, not the classes from all PHBs.
And it entertains me to no end that using 3e as an example for "easy multiclassing into other classes" means for a lot of people "3e multiclassing". Talk about overreaction.
Monte Cook said:Monte: To start with we kind of shot at the moon, and said everything that's been in a Player's Handbook 1, we want to potentially have in our new player's book. That includes things like the warlock and the warlord from 4th edition, but also includes the classes from other editions like the ranger, the wizard, the cleric.
At first glance I'm very dubious about this idea of trading out low-level powers-abilities-feats for higher-level ones, but I'll leave the jury out until I see more hard facts on it.
I agree that the game I want to play doesn't focus on this - but I think this is the work the designers need to do behind the scenes (perhaps preferably out of sight and mind?) so the game runs smoothly when we play it without ever getting thrown out of gaming immersion by lack of clarity or balance in the rules.And for the love of mushrooms the game is about more than just Damage Per Round!!! If everything in the game is being reduced merely to how much damage it represents (e.g. Charm Person = 105) the designers have lost sight of the forest because they just face-planted into a tree!
OK, let's try this again. The classes which were in EVERY PHB, not the classes from all PHBs.
I'm not complaining.So when you see "per encounter", just replace it with "per 5 minutes". Because of fatigue.
There, done; now everyone can stop complaining about encounter powers.