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General Tabletop Discussion
*Dungeons & Dragons
6e, how would you sort the classes/sub-classs?
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<blockquote data-quote="Wiseblood" data-source="post: 7323610" data-attributes="member: 42437"><p>I would have 4 classes Fighter, Rogue, Wizard, Cleric. Races would add a small bonus. No subclasses, no feats, no backgrounds. Fighters get to add proficiency bonus to attack and AC no one else does. Rogues get proficiency bonus to attack and all skills no one else does. Wizards get direct damage and CC spells. Clerics get healing and buff spells. Wizards and clerics both get thematically appropriate utility spells. No invisibility, fly or teleport or create food and water. No Leomunds huts or mansions to hide from adventure in. </p><p></p><p>Most of this is a knee jerk reaction to players taking hours to make a first level wizard(the record is 6 hours for a 1st level rogue). Then picking spells that circumvent actual adventuring or negate or supercede the abilities of other players.</p></blockquote><p></p>
[QUOTE="Wiseblood, post: 7323610, member: 42437"] I would have 4 classes Fighter, Rogue, Wizard, Cleric. Races would add a small bonus. No subclasses, no feats, no backgrounds. Fighters get to add proficiency bonus to attack and AC no one else does. Rogues get proficiency bonus to attack and all skills no one else does. Wizards get direct damage and CC spells. Clerics get healing and buff spells. Wizards and clerics both get thematically appropriate utility spells. No invisibility, fly or teleport or create food and water. No Leomunds huts or mansions to hide from adventure in. Most of this is a knee jerk reaction to players taking hours to make a first level wizard(the record is 6 hours for a 1st level rogue). Then picking spells that circumvent actual adventuring or negate or supercede the abilities of other players. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
6e, how would you sort the classes/sub-classs?
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