I'm A Banana
Potassium-Rich
Doesn't this controversy over subclasses remind anyone of the complaints about classes in 4e?
"I'm going to make my Fighter be an archer"
"Then you should play a Ranger, they're built for archery"
"But I want to be a FIGHTER!"
And now, with 5e, we have:
"I want my Fighter to use exotic weapons"
"Then you should pick the Samurai subclass, they get exotic weapons proficiency"
"But my guy isn't a samurai! He's a pirate!"
I actually think this is kind of the opposite.
"I want my fighter to use exotic weapons!"
"Here, have a background. And a specialty. And a subclass."
"I want my fighter to use ranged weapons."
"Here, have a background. And a specialty. And a subclass."
Divorcing mechanics from the world is aggressively harmful to a substantial number of playstyles.
DEFCON-1 said:He just made that decision. It wasn't the game assigning him a specialty of "pirate" or a background of "pirate" or a class of "pirate" or anything like that. His character concept was a pirate and he build the character to BE a pirate. But unlike these Fighter sub-classes... none of the other choice points he makes (from race to class to background) run counter to that choice.
The Fighter Subclass choice-point didn't run counter to that choice, either. If it did, he presumably wouldn't have chosen Samurai, since it would not have helped him make his character.
This sounds like a manufactured problem. When someone is making a character with a specific archetype in mind, they're going to choose options that support that archetype, and not choose options that don't support that archetype. If someone creates a samurai (subclass) and says they're a pirate (because...whatever), that's presumably not a problem for them. Nothing in the rules is likely to force someone to pick a subclass that doesn't work for their character.