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Blast From the Past - Earliest D&DN Panels
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<blockquote data-quote="The Myopic Sniper" data-source="post: 6575258" data-attributes="member: 55013"><p>From the class seminar: </p><p></p><p>"Greg: Today we're going to be talking about Class Design, from Assassins to Wizards. To start things off, let's hear what your favorite class is and why.</p><p></p><p>Monte: The wizard. Historically it was the one that needed planning and forethought. It rewards good play above the others in my opinion."</p><p></p><p>I know, totally shocking coming from Monte, right? </p><p></p><p>"Greg: How complex or simple do you think classes should be?</p><p></p><p>Monte: I would also add that we want different levels of complexity for classes. For example, if a guy wants to pick up a fighter and have an easy time of it, there should be options for that. But also, if another person wants to pick up a fighter and have lots of options and/or complexity, we want to provide that too. The base game is the foundation. If you opt in to character development options, you can get complexity."</p><p></p><p>I kind of wish they had stuck with that than giving everyone different archetypes. While a couple of classes did end up with some fairly generic subclasses, I kind of wish that they had a core vanilla option for Sorcerers, Wizards and Clerics without having to choose a bloodline, school or domain that would have been on par with the more specialized options. It is a pretty easy fix if you are DMing and have a player who doesn't want to specialize too much, I can whip up a generic option pretty quickly. I just wish it were there in the PHB for players going into game with a DM that they don't know. It is a minor complaint really, between that and having archetypes start at first level, I think they have had more design space for homebrewing subclasses, some, especially the Bard with only two Colleges and only three levels of subclassing feel pretty limited for coming up with robust alternatives. </p><p></p><p>Good idea for a thead. I am looking forward to reading more!</p></blockquote><p></p>
[QUOTE="The Myopic Sniper, post: 6575258, member: 55013"] From the class seminar: "Greg: Today we're going to be talking about Class Design, from Assassins to Wizards. To start things off, let's hear what your favorite class is and why. Monte: The wizard. Historically it was the one that needed planning and forethought. It rewards good play above the others in my opinion." I know, totally shocking coming from Monte, right? "Greg: How complex or simple do you think classes should be? Monte: I would also add that we want different levels of complexity for classes. For example, if a guy wants to pick up a fighter and have an easy time of it, there should be options for that. But also, if another person wants to pick up a fighter and have lots of options and/or complexity, we want to provide that too. The base game is the foundation. If you opt in to character development options, you can get complexity." I kind of wish they had stuck with that than giving everyone different archetypes. While a couple of classes did end up with some fairly generic subclasses, I kind of wish that they had a core vanilla option for Sorcerers, Wizards and Clerics without having to choose a bloodline, school or domain that would have been on par with the more specialized options. It is a pretty easy fix if you are DMing and have a player who doesn't want to specialize too much, I can whip up a generic option pretty quickly. I just wish it were there in the PHB for players going into game with a DM that they don't know. It is a minor complaint really, between that and having archetypes start at first level, I think they have had more design space for homebrewing subclasses, some, especially the Bard with only two Colleges and only three levels of subclassing feel pretty limited for coming up with robust alternatives. Good idea for a thead. I am looking forward to reading more! [/QUOTE]
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