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    If we have specialities, why do we need a plethora of classes?

    Umm... yeah, I think you and your DM had a extremely liberal interpretation of the animal empathy skill, to the point that you created a new class called "the beastmaster". Animal empathy just gives you positive reaction modifiers with animals, which you can use to start training that animal...
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    If we have specialities, why do we need a plethora of classes?

    You are confusing the Wizard (with charm monster on the purple worm) with the Ranger, and Cleric (the main healer and buffer) with Paladin here. Nobody is doubtinbg the Cleric's and Wizard's place at the table. They are called the big 4 for a reason, in that they have a defined role in the...
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    If we have specialities, why do we need a plethora of classes?

    Originally Posted by Remathilis See, whereas I think I've been getting the poor man's version of a full class for many editions now, and I'm tired of it. I can already make the poor man's version with specialities and backgrounds that look like 3e class, so I want something more.
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    If we have specialities, why do we need a plethora of classes?

    As I said in my OP, those two points are the only reason I'd accept the Ranger as a new class. If the Ranger does not fulfill those two requirements, then you can keep your Ranger. I already got one.
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    If we have specialities, why do we need a plethora of classes?

    Then why could I build a fighter that could, with enough feats, do the paladin's smiting damage every round? A paladin's mount was not much better than any other horse, especially since you had no feat slots to learn how to ride it properly. A paladin's healing was good for stabilizing, but...
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    If we have specialities, why do we need a plethora of classes?

    A paladin never could heal someone back to full health with an action, unless there was a HUGE level disparity between them. I can certainly see a paladin speciality power that gives you 2 hp of healing per hit die with an action that involves you touching the person. I can also see a feat...
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    If we have specialities, why do we need a plethora of classes?

    Sure, but in 3e/3.5 the abilities which the subclasses (Ranger, Paladin, Bard, Barbarian) had were generally weak in comparison to the abilities that they shared in common with the fighter. What was most important was the shared basic attack bonus and the shared feats (whether they got them as...
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    If we have specialities, why do we need a plethora of classes?

    The right background would give you all the skills you need. The Magic-user speciality gives you spells and an animal companion. That's almost everything you mentioned right there. Of course, you can also make a "Sentinel" or "Woodsman" speciality that gives you favoured terrain, favoured...
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    If we have specialities, why do we need a plethora of classes?

    In a single sentence? Swap out your fighter fighting styles and add in the paladin speciality. That's what you are pretty much doing if the paladin doesn't have a unique mechanic anyway. All the class would be is something that instead of having a fighting style, has holy smiting powers...
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    If we have specialities, why do we need a plethora of classes?

    Oh, I don't doubt that they played differently, but that was certainly because of the powers. If you had given the swordmage the ability to nail people down with the Warden's grasping mark, and added some arcane fluff to it, it still would have felt right. If you had given the warden some...
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    Ranger Design Idea: Contingencies

    Yeah, but take your first three powers, Quarry, Ambush, and Pursuit. Quarry: Here you could have just as easily said "add your expertise dice to damage" instead of adding +1d6 and you have a fighter maneuver. Plus, if you use combat superiority dice, the damage levels up with you. Ambush...
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    Ranger Design Idea: Contingencies

    Aren't these very similar to fighter maneuvers though, only without the CS dice? Couldn't most of these be tweaked to be fighter maneuvers as part of a fighting style?
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    [Playtest Report] All Spellcasting Party

    I suppose it depends on whether you think skills should be a speed bump or a roadblock. In the case of a locked door, do you simply make all doors fairly easy to open so the adventure to continue, or do you make the PC's find another way through the door? (Finding a key, bending the bars...
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    If we have specialities, why do we need a plethora of classes?

    All editions had classes that could have just as easily been handled by tweaking an existing class, but it really only became annoying with 3e when the introduced a modular mechanic for tweaking classes (feats) and gave us a plethora of classes anyway. In fact, the sorcerer and the wizard were...
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    Warlock: Eldritch Blast

    It was high enough that it was all my warlock wanted to do.
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    If we have specialities, why do we need a plethora of classes?

    If I want to play a ranger with the playtest packet with D&D Next, I can pretty much already do it. I I just need a start with a fighter and give him a good dex. Then I need is a background that gives me spot, stealth, survival and nature lore. If I take the sharpshooter speciality, I...
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    A call for rampant speculation and suggestions on classes.

    I think I'll start a new thread about that.
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    Rolling for Ability Scores or Point Buy

    Oh FFS. You know what? I do detest you. I detest everyone who says that D&D shouldn't customized at the table to suit the needs of its players, to fit a wide variety of playstyles. Half of the arguments and most of the edition war threads would disappear if people realized that what works at...
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    Rolling for Ability Scores or Point Buy

    That is pretty much the difference. If you want to meet your characters you roll, if you have a character concept you want to design you point-buy. Arranging your scores to taste, or using dice rolling methods so you always have fairly high stats are ways to do the same thing, but with a...
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    A call for rampant speculation and suggestions on classes.

    Rogue: Ability (Skill) checks during combat. Acrobatics to tumble, pick pockets to disarm, stealth to sneak attack etc. Link special damage to a successful skill roll. No combat superiority dice please, because rogues aren't good at fighting. They are good at cheating when they fight...
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