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6E But A + Thread
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<blockquote data-quote="Remathilis" data-source="post: 9739784" data-attributes="member: 7635"><p>Not really. They are all mostly "I attack" classes that occasionally get to do something else cool (use a maneuver, cast a spell). The biggest flaw in subclasses is that they don't go far enough to make most subs feel different than the base class. Exceptions exist, but does a evoker and a abjurer REALLY feel like all the big a difference? </p><p></p><p></p><p>. And how are you going to balance that against one another? Part of having it all under one cover is the ability to mix and match. How are you planning to balance HP like at will magic with Tolkien like "I cannot melt snow" magic?</p><p></p><p></p><p>So your willing to accept the system would be broken? Well I can design my own system if making it work isn't a factor. </p><p></p><p>They don't already. You don't need 400 incompatible systems to do that. You need a robust ttrpg scene selling RPGs tailored to specific types of play.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9739784, member: 7635"] Not really. They are all mostly "I attack" classes that occasionally get to do something else cool (use a maneuver, cast a spell). The biggest flaw in subclasses is that they don't go far enough to make most subs feel different than the base class. Exceptions exist, but does a evoker and a abjurer REALLY feel like all the big a difference? . And how are you going to balance that against one another? Part of having it all under one cover is the ability to mix and match. How are you planning to balance HP like at will magic with Tolkien like "I cannot melt snow" magic? So your willing to accept the system would be broken? Well I can design my own system if making it work isn't a factor. They don't already. You don't need 400 incompatible systems to do that. You need a robust ttrpg scene selling RPGs tailored to specific types of play. [/QUOTE]
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