Well you can tell how often I play Paladins![]()
Me to I had to look that up.
Well you can tell how often I play Paladins![]()
If you just want a list of abilities then a point based system would make more sense for you.
This is one reason why I don't use the multiclassing rules. I think it defeats the purpose and turns the game into a 'mush' of theme.
Easy way to fix the paladin issue is rename the class to something like divine warrior and have the 'paladin' as Oath of Devotion. That way you can still make your savage warrior and those who see paladin as a specific thing would probably be fine.
In a way, it's pretty old-fashioned. For one thing, generally, they're called sub-classes (only martial classes have archetypes, ever other class gets some unique label - domain, tradition, oath, circle, whatever), and sub-classes go way back in concept, they were just mechanically like complete classes. In 2e, there were groups & classes, which, along with kits, came /very/ close to the organization of 5e with class, sub-class, & background. Heck, 5e sub-classes could be seen as /simplifications/ of 3e/4e builds and 3e PrCs or 4e Themes/PP/EDs (oh, yeah, and Essentials sub-classes).
nope. Not only is this “badwrongfun” nonsense, it’s simply false. There is no reason to not play 5e (or most editions of) dnd just because you don’t care about the lore of the classes beyond potential inspiration.I think if class doesn't mean anything to you narratively then you are playing the wrong game.
Again, no. You’re confusing what is good about classes to you, with the game as a whole. Class systems are beneficial because they make chargen easy and satisfying for most players, they help to keep even fairly similarly themed characters distinct in play, and they are easier to get within a fair and enjoyable bandwidth of power balance than point based games, without losing out on mechanical distinctiveness and everyone having unique cool things.I am very glad that 5e was designed narrative first. I think it shows. It is the strength of a class based system.
If you just want a list of abilities then a point based system would make more sense for you.
Or, folks could just let go of their preconceived notions and accept that paladin=Oath bound warrior of various flavors, same as Fighter=any non-magical fighty type or whatnot. Classes are broad, archetypes (or whatever, as each class has a class specific term for it) are narrow.
Yes I see them as simplified generally less flexible 4e builds...5e sub-classes could be seen as /simplifications/ of 3e/4e builds and 3e PrCs or 4e Themes/PP/EDs (oh, yeah, and Essentials sub-classes).
Well, everyone that agrees with you is happy, of course. The rest of us who don't mind seeing paladin being the base class are obviously being thrown under the bus, but, hey, that's okay so long as you're happy, right?My way everyone can be happy but you dont seem to want that.
Well, everyone that agrees with you is happy, of course. The rest of us who don't mind seeing paladin being the base class are obviously being thrown under the bus, but, hey, that's okay so long as you're happy, right?
I mean, I'm not allowed to play a paladin, unless it conforms to a single concept of paladin. I'm allowed to play a "divine warrior", gee thanks. My way, they're ALL paladins and everyone gets to play one.
Why do you get to tell everyone else what a class means?