D&D 5E Class power and Subclass design space: a discussion

Olrox17

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I recently had a long and interesting discussion with my gaming group, about how powerful the basic chassis of 5e classes are, and, as a result, how powerful (and interesting) are 5e subclasses allowed to be. We all agreed on a conclusion, which I'd like to share here, and I'd like to get Enworld's opinion.

5e classes, with the PHB Ranger being a possible exception, are strong. Their core features are solid and effective. If you played a 5e character, and you deliberately omitted to pick a subclass just to gimp yourself, you'd still have a competent character on your hands.

Let's take the fighter as a straightforward example. Over 20 levels, the fighter gets a fighting style, second wind, 2 action surges, 2 extra ASIs, Indomitable, and up to 4 attacks per action. Pretty powerful stuff.
What does, say, an eldritch knight get on top of that? A small choice of wizard spells up to level 4, and a handful of features that are either ribbons or of limited use. Don't get me wrong here, I'm not saying that EK is weak, I actually believe it's a powerful subclass! However, it's built on the solid fighter chassis, which limits its design space.
The devs could not make the EK more interesting and powerful then it already is, because they had to take all of the base fighter features into account, and balance the subclass according to them.

People that have experienced 4e probably know about the Swordmage, a full "arcane fighter" class, and how successful and loved that class was. It was a unique blend of martial and arcane abilities, doing completely different things from both fighters, and wizards. It was its own thing, and it was, IMO, far, far more interesting than the EK could ever dream to be. Why? Because, being its own class, the devs had full design control over what a Swordmage could do.
On the other hand, everyone who ever designed a 5e subclass has to deal with the base class' features and baggage.

So what happens when the devs make a strong, interesting subclass, regardless of the base class features? You get stuff like the Moon Druid, widely considered overpowered, and rightly so. A moon druid is arguably OP just by virtue of its subclass features only, and then it gets full spellcasting, up to ninth level, on top of that. Not great design.

The Ranger is a fascinating example of the opposite. The ranger's base class features are subpar, the player base and WotC agree on this. So how did WotC tackle that? They tried a few class redesigns that didn't quite pan out in testing, and then they released the Xanathar subclasses. Those subclasses were stronger than average, and actually kind of fun to play! Wotc realized that, with the Ranger chassis being subpar, their only current option was to fill that design gap with solid, fun, flavorful, stronger than average subclasses. Not a bad idea! Yes, it's technically power creep, so it isn't an ideal solution, but it's something.

Let's go back to the fighter example, and, for the sake of argument, let's imagine that the fighter DID NOT get extra attack by default at 11th and 20th level. Instead, the fighter would get subclass features at those levels. Now obviously, you could have any number of fighter subclasses that would in fact get, at those levels, extra attacks, resulting in the same exact fighter we have now. The Champion subclass, for instance, would be a prime candidate for that.
Yet, by removing those extra attacks from the basic progression, we just opened an IMMENSE design space for any fighter subclass that might elect NOT to get a third and fourth attack.

An Eldritch Knight could get some truly wondrous and creative gish things to do, in place of those plain (but very powerful) attacks. And what about the Battlemaster? I can picture it: a high level battlemaster that can use its low level maneuvers at will (2012 playtest fighter, do you remember that?), and also getting access to high level, more powerful and impressive maneuvers, that actually require dice expenditure. Yes, kinda like Tome of Battle.
A massive design space, a deep well of potential, suddenly opens up, just because we removed a few powerful features from a class default progression.

And what of the druid, and the struggle to make a powerful, unique shapeshifting subclass built upon a full spellcaster without making it OP? Well, what if the druid was an half caster, by default? Then you could have a truly spectacular wild shape subclass, and it wouldn't be too powerful because, well, spell slots only up to level 5, man.
More traditional, casting focused, druid subclasses would still get their full casting progression from their subclass features, rather than their base class chassis.

TL;DR:
So, here's the thing. I know 5e is not going to redesign its basic components and mechanics. A 5.5 edition, however, might happen in the future, who knows. And if it happens, I strongly think that WotC should go with a less is more approach to base class features, and allow subclasses to do much more of the heavy lifting. I really think such a design direction would benefit the game.

Feel free to rip my argument to shreds, or to agree, I look forward to your opinions.
 
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Condensing class features and widening options for subclasses would results in a wider disparity in power across the board. The more options you include, the more chances you have of overpowering some combinations and underpowering others. And it's not something that can really be controlled for very well, because since every table focuses on different things, parts of features that some tables and playtesters believed were fine will be determined by others later on as they play to be horribly underpowered. Because they might be very tactics conscious or build conscious or put all of their eggs in one pillar basket at the expense of the others, and do their level best to break things and then complain that the testers didn't account for them.

But that kind of disparity has always happened and continues to happen. I have had players who have been perfectly happy with the ranger as-is, because they never have run damage simulations to find out that rangers "do less DPR" than the other combat classes, while at the same time find the roleplaying focuses of FavEne and Nat Explorer to be very useful and flavorful. Likewise I have a 4 Elements Monk that has found his elemental spells to be fun as all get out and based upon how I run my encounters he has not felt ki point constrained.

Whereas I know there are others who have run the math on all the classes and subclasses backwards and forwards and would believe my players are just playing poorly if they don't notice a difference in what they've chosen. But if groups like mine were playtesting potential new options, we might give glowing remarks to features that would make others go "What, are you nuts?!?" Which means the more and more and more options you put into the game (by making more subclass features as suggested in your original post premise) the more you're going to have disparities like this and a much wider high and low between the best and worst classes because some people would be fine while others would rip it to shreds.

Which isn't necessarily the end of the world... we will always rework things to our own specifications... but it does just give the more balance-conscious more opportunities to get all teed off about the differences. The same way bringing in new character options right now is doing it. The more difference you include, the more chances to change supposed balance.
 

Condensing class features and widening options for subclasses would results in a wider disparity in power across the board. The more options you include, the more chances you have of overpowering some combinations and underpowering others. And it's not something that can really be controlled for very well, because since every table focuses on different things, parts of features that some tables and playtesters believed were fine will be determined by others later on as they play to be horribly underpowered. Because they might be very tactics conscious or build conscious or put all of their eggs in one pillar basket at the expense of the others, and do their level best to break things and then complain that the testers didn't account for them.

But that kind of disparity has always happened and continues to happen. I have had players who have been perfectly happy with the ranger as-is, because they never have run damage simulations to find out that rangers "do less DPR" than the other combat classes, while at the same time find the roleplaying focuses of FavEne and Nat Explorer to be very useful and flavorful. Likewise I have a 4 Elements Monk that has found his elemental spells to be fun as all get out and based upon how I run my encounters he has not felt ki point constrained.

Whereas I know there are others who have run the math on all the classes and subclasses backwards and forwards and would believe my players are just playing poorly if they don't notice a difference in what they've chosen. But if groups like mine were playtesting potential new options, we might give glowing remarks to features that would make others go "What, are you nuts?!?" Which means the more and more and more options you put into the game (by making more subclass features as suggested in your original post premise) the more you're going to have disparities like this and a much wider high and low between the best and worst classes because some people would be fine while others would rip it to shreds.

Which isn't necessarily the end of the world... we will always rework things to our own specifications... but it does just give the more balance-conscious more opportunities to get all teed off about the differences. The same way bringing in new character options right now is doing it. The more difference you include, the more chances to change supposed balance.
All you've said is true. Chess is an almost perfectly balanced game, because each player has exactly the same pieces; the only unbalancing factor in chess is who moves first. The more moving parts and disparity a game has, the less balance. Also, as you correctly pointed out, system mastery is also a factor.

So yeah, removing some power from base class progressions, giving it to subclasses instead, is bound to increase disparity. No argument.

I feel like it would be worth it, though. 5e is, overall, a balanced, well crafted game.
It has, of course, its sick, crazy overpowered combos, but those are usually the result of multiclassing, feats, poorly worded spells, or all of the above. MCing and feats, at least, are optional, so a worried DM can easily remove them or rework them without messing up the core game.

Right now, after playing the edition for years, balance is not my main concern with 5e: I personally fixed everything I considered broken in a couple pages of houserules, no big deal.
My main concern, is that I'm starting to see a bit of sameyness in character options. I'm starting to see the boundaries of the 5e class system. I think a power shift between core class power and subclass power would do wonders for that.
I want subclasses to feel and play really different from each other, but it feels like the need to maintain balance, paired with very powerful base class features, is really a heavy burden on the devs, and might be stifling their creativity.
 

No comments on future design, but the subclasses are at least somewhat balanced based on the power of the base chassis. The rogue is a very versatile and powerful base class with a lot of features, so the rogue subclasses only get bonus features 4 times instead of 5, and those features are generally weaker (think assassin, swashbuckler's limited charm, etc.). The ranger, on the other hand, gets more added to its base chassis; the fighter gets more versatility or options added to its limited choices. Wizards get some useful but generally situational additions only.
 

I have been disappointed by the Xanathar guide,
the addition of sub classes look like a dead end.

the Goal is to multiply options, simply adding is not enough,
for that I see some winning technique:

  • double layer of sub class like the Warlock. Patron at first level then pact at level 3.
  • makes large pool of common options: again Warlock invocations, but also Manœuvres, and meta magic options.
 



Variant class features. These need more testing. And more of these need to be written.
Sure, but also variant subclass features. Or subclass features that strait out replace class features.

You can do what the OP asks without rewriting the base fighter.

Eldrich Knight - Variant Feature
Channeling Blow

At level 11, an EK can exchange the Extra Attack upgrade for Channeling Blow. When casting a spell as an action, they can first make a melee weapon attack. If that attack hits a creature, any attack rolls from the spell has advantage on the creature and does not suffer disadvantage from being cast within 5' of a hostile creature. If they take this option, at level 20 the EK can make two attacks instead of one with Channeling Blow and 3 attacks using Extra Attack.

(Also note this works with the EK level 10 feature).

DPR wise, you can use this with a Cantrip. You cast the cantrip, make a melee attack -- if that melee attack hits, the cantrip auto-hits. Then as a bonus action you can make another attack.

Assuming sword+board, this is 1d8+7 + 3d8+7 + 1d8+7 a not bad attack routine (plus 4d8 if the target moves). And the cantrip attack has almost-advantage.

The EK had a funny problem where at level 3, cantrips rocked. At level 5, EA beat out cantrips. At level 7, cantrip + bonus attack pulls ahead, then at level 11, EA beats out cantrips.

This patches over this. Now our EK is sword bursting from level 7 to level 20 and not gimping themselves to do it.

And, as it is an option that not everyone wants, it can be added as a supplement.
 
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