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D&D (2024) How quickly should WOTC add new classes?

When should WOTC introduce new classes to 50th Anniversary D&D

  • No more outside of the Artificer

    Votes: 16 17.8%
  • Publish a new class with the Artificer

    Votes: 19 21.1%
  • A year after the Artificer

    Votes: 2 2.2%
  • A year after the Artificer and every year after

    Votes: 14 15.6%
  • 2 years after the Artificer

    Votes: 3 3.3%
  • 3 years after the Artificer

    Votes: 2 2.2%
  • Whenever the 1st rules option book is published

    Votes: 21 23.3%
  • Whenever the 2nd rules option book is published

    Votes: 13 14.4%
  • Whenever the first setting that requires a new class is published

    Votes: 24 26.7%
  • Other

    Votes: 14 15.6%

shadowoflameth

Adventurer
Assuming that the 50th anniversary version of 5th edition is published in late 2024 or early 2025, when do you think WOTC should introduce new classes to 5th edition?

It's pretty much stated that the Artificer will be updated.

However to me the plan of trying to squeeze every popular D&D archetype plus some new popular fantasy archetypes into the 12 base classes just isn't working if the goal is high satisfaction. D&D over its first 4 editions created many popular base classes, many with their own subsystems. And D&D as the entry and wide niche of the market must try to keep up with some popular trends in fantasy. And WOTC was close to their breaking point of design with the system right now.

So when, if ever, should WOTC add additional classes to the revision of 5th edition after the Artificer is updated?
I went with other because I don't know that the game really needs more base classes at all. They should focus on fixing the classes that need it. The Artificer, Ranger and Monk have some bad (read not useful features) and some subclasses that are flatly bad in design and in play. WotC should fix what's broken and not try to add a new kid to the sitcom family. It never helps.
 

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I think the total count of classes should top out at around 16. There's 13 classes (12 core + Artificer) so far.

With the Artificers belonging to the Experts group, I definitely think there should be Psion as a new class in the Mage group. I don't think the other 2 classes they could fill in need to belong respectively to the Warrior or Priest group (which are thematic not mechanical).
 

Minigiant

Legend
Supporter
I went with other because I don't know that the game really needs more base classes at all. They should focus on fixing the classes that need it. The Artificer, Ranger and Monk have some bad (read not useful features) and some subclasses that are flatly bad in design and in play. WotC should fix what's broken and not try to add a new kid to the sitcom family. It never helps.
Half the reason why some of the 5e are bad or unpopular is that they are 2-3 classes smashed together fighting for supremacy.
 

This is what I thought up in 5 minutes brainstorm.

  1. Alchemist*
  2. Artificer
  3. Arcanist (simple wizard)
  4. Assassin*
  5. Barbarian
  6. Bard
  7. Blackguard*
  8. Beastmaster
  9. Chief (Tribal)
  10. Cleric
  11. Druid
  12. Echo Knight*
  13. Fighter
  14. Gish
  15. Gladiator*
  16. Hexblade*
  17. Mastermind*
  18. Monk
  19. Mystic
  20. Paladin (spelled)
  21. Paladin (spellless)
  22. Priest (specialist)
  23. Psion
  24. Psy Warririo*
  25. Ranger
  26. Ranger (spelled)
  27. Rogue (spellless)
  28. Rune Knight*
  29. Rune Priest*
  30. Scoundrel (complex rogue)
  31. Sentinel (druid with companion)
  32. Shaman
  33. Sorcerer
  34. Soul Knife*
  35. Summoner
  36. Swashbuckler*
  37. Sowrdmage*
  38. Templar (Strength priest)
  39. Thief*
  40. Totem Warrior*
  41. Warlock
  42. Warlord
  43. War Priest*the
  44. Weaponmaster (complex fighter)
  45. Wilder
  46. Witch Doctor*
  47. Wizard

* Could be combined with other class.
that is a pretty good list
 

Incenjucar

Legend
There are many "become a thing" class possibilities that could be explored as their whole own class group, with druids being a gish priest/becomer.

Kineticist concepts (element benders, psionic style, blade manipulators, etc), the glorious return of avengers and invokers, agile/witty warriors....
 

If you put the game mechanics aside and just look at them thematically, the similarities between the arcane classes far outweigh any of their differences:

A wizard is a mage who studies different schools of magic, and carries a book of spells and a familiar.

A sorcerer is a mage who studies different schools of has a bloodline mixed with magic, and carries a book of spells magical bloodline and a familiar.

A warlock is a mage who studies different schools of sold their soul to be able to use magic, and carries a book of spells, a talisman, a sword, and or a familiar.

An artificer is a mage who studies different schools of magic technologies, and carries around a book of spells set of tools and a familiar automaton.

So are the game mechanics alone enough to justify having four different classes and about 40 subclasses? I don't think so. I'd prefer to have one unified set of mechanics for all "Mages," and then put all of these different themes as subclasses under it. For my nickel, I'd want arcane spellcasters in my campaign to have a small selection of spells that reset on a short rest, so I'd use the spellcasting framework of the warlock as my "Mage Class," and then put all five dozen arcane spellcasting subclasses under it.

Your description is pretty reductive. (For instance, sorcerers aren't all about bloodlines, specifically, and Warlocks haven't necessarily sold their soul). I for one, like how the playtest document describes the theme of the mage classes. Have you read them? Are you dismissing them wholecloth? (I'm not going to copy/paste them.) But below are my truncated versions of the descriptions.

A Wizard is a mage-scholar that studies and masters the ambient arcane magic of the cosmos. They follow magical traditions to discover, create, and collect spells into their spellbook, a personal tool that houses their collection of magical knowledge, which is also used to cast ritual magic easier. Mighty wizards learn so much about magic, that they can ultimately modify and create their own spells into their spellbooks.

A Sorcerer is a mage with innate magic imprinted into their very being, with some knowing how or why, and others having no idea. Sorcerers don't "learn" magic in a traditional sense, rather they figure out how to harness the raw energy within into the existing patterns of magic in the universe, and as they become attuned to their own power, it grows. They can manipulate that raw magic when it is being cast, to enhance it in a variety of metamagical ways, and in time the origin of their magic may manifest in wondrous ways, altering them forever.

A Warlock is a mage that has no inherent magic themselves, and rather than study it all on their own, they make pacts with otherworldly entities, colloquially called "patrons," to acquire magical power. This power often comes in the form of ancient secrets and invocations that many ancient mages left behind for the independent traditions of Wizardry. Warlocks don't necessarily venerate their patrons, but they do play a dangerous game treating them as a means to the Warlock's own ends, amidst the ineffable machinations of those patrons. There may be a price of service for the warlock's new power, but often the use of the magic itself empowers the otherworldly being or furthers their agenda.

I think these are pretty different thematically, and the new incarnations of the playtest descriptions do a good job differentiating them. Despite my appreciation for the new class-specific spells, I also like the richness of all the non-spell abilities that differentiate them, and distilling them all into one class does not give design room to recreate them, whether thematically or mechanically.
 

This is what I thought up in 5 minutes brainstorm.

  1. Alchemist*
  2. Artificer
  3. Arcanist (simple wizard)
  4. Assassin*
  5. Barbarian
  6. Bard
  7. Blackguard*
  8. Beastmaster
  9. Chief (Tribal)
  10. Cleric
  11. Druid
  12. Echo Knight*
  13. Fighter
  14. Gish
  15. Gladiator*
  16. Hexblade*
  17. Mastermind*
  18. Monk
  19. Mystic
  20. Paladin (spelled)
  21. Paladin (spellless)
  22. Priest (specialist)
  23. Psion
  24. Psy Warririo*
  25. Ranger
  26. Ranger (spelled)
  27. Rogue (spellless)
  28. Rune Knight*
  29. Rune Priest*
  30. Scoundrel (complex rogue)
  31. Sentinel (druid with companion)
  32. Shaman
  33. Sorcerer
  34. Soul Knife*
  35. Summoner
  36. Swashbuckler*
  37. Sowrdmage*
  38. Templar (Strength priest)
  39. Thief*
  40. Totem Warrior*
  41. Warlock
  42. Warlord
  43. War Priest*the
  44. Weaponmaster (complex fighter)
  45. Wilder
  46. Witch Doctor*
  47. Wizard

* Could be combined with other class.
Scoundrel is a great idea, imma make that, thanks!
 


Vael

Legend
I'm not in favour of reducing the number of classes unless you're just going to a classless system. Sorcerers and Druids are my favourite core classes ... and I don't really feel like playing Clerics or Wizards.

Anyway, I'm looking to add classes that feel like new archetypes. Which is why, after Artificer and Psion, I tend to champion the Summoner. While Druids and Rangers (and Psions with Astral Construct-like abilities) can be pet-using classes, the popularity of Pokemon, MTG Planeswalkers (more like you, the player are a planeswalker, not the planeswalkers in the game), means that I think a class centered on using Pets or Summons as their primary interaction is something that DnD does lack.

After that, I would be interested in classes that do something very different. Magic users that don't use spells, like Incarnum, Vestige Binding or Truenaming. Some wushu style Martial classes that do something like Tome of Battle.
 


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