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If we have specialities, why do we need a plethora of classes?
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<blockquote data-quote="Victim" data-source="post: 6000096" data-attributes="member: 78"><p>How so? The specialties we have don't provide anything like those bonuses. Smite doesn't require taking a turn to buff up your weapon; specialties do. </p><p></p><p>Dual weilder: after two feats you do the same damage and have the same AC as a guy with no feats, weapon and shield. The only benefit so far is potentially critting more, and being able to spread damage around more flexibly.</p><p></p><p>Archer: pretty much the same, except actually good for rogues. You can ignore cover and trigger sneak attack if you have it.</p><p></p><p>Acolyte: the level 3 takes an action to swap damage types that can be cashed in for a reroll.</p><p></p><p>Etc. Survivor, Healer, and Guardian are the only things providing broadly useful options at this point. The two that can provide advantage are good for rogues.</p><p></p><p>Basically, there's CONSIDERABLY more differentiation at levels 1 - 3 between even related classes in 3e. A paladin has an actual smite, healing, fear immunity, aura of grace (one of the defining features of the 3.x pally IME), etc. The specialty/theme provides nothing in comparison. </p><p></p><p>Classes are more than a chain of weak feats. I mean, no one is saying that the wizard should be a skilled rogue type guy who takes Magic User to get spells. The spells provided by the magic user specialty are a wimpy version of the magic an actual wizard gets, even at level 1. It's the same thing for all the classes. </p><p></p><p>Even if the specialties were twice as good, they still wouldn't be adequate to recreate actual classes.</p><p></p><p>It's kind of like how classes like Duskblade or Magus, by having features that allow for ways to combine spells and fightiness in the same round, offer something to fighter/mage types beyond sticking a few weak spells on to a weaker fighter frame.</p></blockquote><p></p>
[QUOTE="Victim, post: 6000096, member: 78"] How so? The specialties we have don't provide anything like those bonuses. Smite doesn't require taking a turn to buff up your weapon; specialties do. Dual weilder: after two feats you do the same damage and have the same AC as a guy with no feats, weapon and shield. The only benefit so far is potentially critting more, and being able to spread damage around more flexibly. Archer: pretty much the same, except actually good for rogues. You can ignore cover and trigger sneak attack if you have it. Acolyte: the level 3 takes an action to swap damage types that can be cashed in for a reroll. Etc. Survivor, Healer, and Guardian are the only things providing broadly useful options at this point. The two that can provide advantage are good for rogues. Basically, there's CONSIDERABLY more differentiation at levels 1 - 3 between even related classes in 3e. A paladin has an actual smite, healing, fear immunity, aura of grace (one of the defining features of the 3.x pally IME), etc. The specialty/theme provides nothing in comparison. Classes are more than a chain of weak feats. I mean, no one is saying that the wizard should be a skilled rogue type guy who takes Magic User to get spells. The spells provided by the magic user specialty are a wimpy version of the magic an actual wizard gets, even at level 1. It's the same thing for all the classes. Even if the specialties were twice as good, they still wouldn't be adequate to recreate actual classes. It's kind of like how classes like Duskblade or Magus, by having features that allow for ways to combine spells and fightiness in the same round, offer something to fighter/mage types beyond sticking a few weak spells on to a weaker fighter frame. [/QUOTE]
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If we have specialities, why do we need a plethora of classes?
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