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D&D 5E [5e] Are classes too generic? (Read the OP before answering)


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I think the label is becoming more important than the substance, here.

There are a dozen classes. Each has a variety of subclasses which do have substantial impacts on how the class feels. Beyond that, adding race and background differences add a lot more variety. These are highly customizable combinations that cover a pretty broad spectrum. I really have not found a significant archetype, outside psionics, that I can't build... and I can do a fair impression of a psionic PC using wizard/arcane options.

There are archetypes missing from the 5e C&D class and subclass system. But they are few and far between and relate to specific mechanics that are missing, specific proficiencies not available in level base constraints, reflavors not being official, or desired mechanics being attacked to unwanted mechanics.

It's usally not a problem unless you have a definite and firm idea in your mind.
 


I like the "generic" nature of the core classes. It helps that the 5E 12 ended up being the same 12 I was going to use when I was working on a "4.5E" project for my home games (then Next was announced).

I just wish the 12 classes played more distinctly from each other. I wish they all had a mechanic that strongly differentiated them and defined their play style.

Barbarian: Rage offers a toggle between a defensive and offensive play style.
Bard: Songs as bonuses to the party in addition to their spells and attacks would make them unique.
Cleric: Domains sort of act as a 'multiclassing light', allowing fine tuning of the class.
Druid: Wildshape offers a versatile toggle.
Fighter: The generic warrior, but I'd like to see them having equipment mastery bonuses that make their equipment choice their big thing.
Monk: 4E's action/move powers were really neat. Stances would also make monks play uniquely.
Paladin: A divine challenge feature would make the paladin's thing being the ultimate duelist.
Ranger: Animal companion; the ranger's thing would be managing two separate units.
Rogue: Sneak attack could be designed to alternate between setup and attack round by round, doing like a 0-x2-0-x2 structure (and potentially opening with a x2 if you get the jump on your foes).
Sorcerer: more at-will magic drawn from their bloodline in addition to their spells.
Warlock: lean heavily into their curse mechanic. Where the paladin wants to lock down a single foe, the Warlock wants to get their curse on someone who is about to die to maximize their abilties.
Wizard: The generic spellcaster.

At least this is how I imagined mechanics. I was recently convinced that the Artificer needed to be it's own thing, that it didn't really fit in as a Wizard subclass, I still want a Mystic/Psion, and I'm not entirely sure if Warlord should be it's own thing.

To the OP: I tend to feel like witches work well as Druids, Warlocks, or Wizards, depending on the inspiration you're drawing from. The Wizard could really use a "Hedge Wizard" subclass.
 




Let's see...if I wanted to be a shaman, I'd start with a warlock (I know, but bear with me.) My patron would be the Archfey and my pact boon would be chain. I would definitely have a component pouch and definitely would describe using the components in different flavorful ways.

Hex is a must have for a shaman. Give myself a nice little doll trinket and occasionally put needles inside and maybe the DM will make something fun happen.
 

I'm rather intrigued by a campaign concept where zero of the current class/subclass combinations from official WotC products fits.

Is there any way that would relate to D&D as we know it?
 

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