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General Tabletop Discussion
*Dungeons & Dragons
[5e] Are classes too generic? (Read the OP before answering)
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<blockquote data-quote="Xeviat" data-source="post: 7960777" data-attributes="member: 57494"><p>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).</p><p></p><p>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.</p><p></p><p>Barbarian: Rage offers a toggle between a defensive and offensive play style.</p><p>Bard: Songs as bonuses to the party in addition to their spells and attacks would make them unique.</p><p>Cleric: Domains sort of act as a 'multiclassing light', allowing fine tuning of the class.</p><p>Druid: Wildshape offers a versatile toggle.</p><p>Fighter: The generic warrior, but I'd like to see them having equipment mastery bonuses that make their equipment choice their big thing.</p><p>Monk: 4E's action/move powers were really neat. Stances would also make monks play uniquely.</p><p>Paladin: A divine challenge feature would make the paladin's thing being the ultimate duelist.</p><p>Ranger: Animal companion; the ranger's thing would be managing two separate units.</p><p>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).</p><p>Sorcerer: more at-will magic drawn from their bloodline in addition to their spells.</p><p>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.</p><p>Wizard: The generic spellcaster.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7960777, member: 57494"] 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. [/QUOTE]
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[5e] Are classes too generic? (Read the OP before answering)
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