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What should Rogues do?
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<blockquote data-quote="slobo777" data-source="post: 6026214" data-attributes="member: 6694877"><p>I think the 5E design for classes, is that one or more defining core mechanics sit at the class level, and then you can choose to take a customised subset of it to build a specific character.</p><p></p><p>I would personally take that away as "if your concept works best with a major new mechanic (especially a new resource type for your character to manage), then the cleanest way to do this is to design a new class". We then equate each class with the mechanics and resources it unlocks for you to use in play. I actually dislike this approach to RPG rules, but at least it <em>is</em> a guideline design, and makes class boundaries meaningful.</p><p></p><p>That may not survive the spellcasting options for the Wizard and Cleric, of course. Other threads about that.</p></blockquote><p></p>
[QUOTE="slobo777, post: 6026214, member: 6694877"] I think the 5E design for classes, is that one or more defining core mechanics sit at the class level, and then you can choose to take a customised subset of it to build a specific character. I would personally take that away as "if your concept works best with a major new mechanic (especially a new resource type for your character to manage), then the cleanest way to do this is to design a new class". We then equate each class with the mechanics and resources it unlocks for you to use in play. I actually dislike this approach to RPG rules, but at least it [I]is[/I] a guideline design, and makes class boundaries meaningful. That may not survive the spellcasting options for the Wizard and Cleric, of course. Other threads about that. [/QUOTE]
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What should Rogues do?
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