(I'd personally pick ~20).1, 4, or 14 are all valid options.
personally i never really understood advocating for this approach, it seems needlessly limiting IMO, you design and balance an entire mechanic and then you only let one class naturally access it, nobody else gets to play with the toy unless they buy into the class.
Eh, a huge mainstream game like D&D always works best as a bit of a kludgy compromise (see 5e), D&D always does badly when they try to pick a specific taste and run with it.This is why there are (or should be) multiple games for different tastes. Ideally, WotC would pick one of those tastes and run with it, allowing those who don't share it to pick a different game and feel good about it.
Eh, a huge mainstream game like D&D always works best as a bit of a kludgy compromise (see 5e), D&D always does badly when they try to pick a specific taste and run with it.
A class can still have a clear mechanical role and theme while drawing upon multiple kinds of mechanics, i'm not saying kludge every feature into every class whether it fits or not for the sake of adding mechanics but the classes each monopolise their assigned mechanics in a way that i feel is needlessly strict.Well, because otherwise what's the point of having classes? You end up with random grab bags of disparate features that are hard to keep track of and don't add up to much thematically waves to rangers or you end up gilding the lilly and adding a bunch of stuff that a class doesn't need when they already have a core feature that gets the job done.
I play a lot of classless RPGs, but when I play one with classes I want them to have CLEAR areas of uniqueness.
A point-based classes system requires you to admit that some things are actually stronger than others and I'm willing to increase its cost compared to other things.Too structured. I'm talking Mutants and Masterminds.
A barbarian raging and turning into a bear/werebear would be pretty awesome. I also think your idea of a paladin of vengeance or cleric of war having a battlefury would be great.personally i never really understood advocating for this approach, it seems needlessly limiting IMO, you design and balance an entire mechanic and then you only let one class naturally access it, nobody else gets to play with the toy unless they buy into the class.
what do you really gain by only incorporating mechanics into one class? ranger, barbarian and hell, maybe even sorcerer would feel right at home using wildshape, couldn't a fighter, a cleric of war or paladin of vengance enter a battlefury Rage? have the monk using sneak attack and maneuvres...
i think there's far more interesting design to be gained by letting these sorts of things be distributed between all who might have them, you might even be able to establish class identities even better by doing that, rather than just having the one who's been deigned to use it as their special thing that's exclusive to them and only them.
Eh, a huge mainstream game like D&D always works best as a bit of a kludgy compromise (see 5e), D&D always does badly when they try to pick a specific taste and run with it.
Plenty of point-based systems out there. No reason to assume D&D players couldn't handle such, and absolutely no reason to assume that the reason they wouldn't is because they love spellcastibg too much to pay for it. That just sounds like anti-caster bias to me.A point-based classes system requires you to admit that some things are actually stronger than others and I'm willing to increase its cost compared to other things.
Never happening in D&D. Spellcasting would cost more points than people are willing to accept.