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<blockquote data-quote="mkill" data-source="post: 5784990" data-attributes="member: 55985"><p>I think it's a good idea to have some flexible "super-class" that players can mix and match to build their dream character. However, such a super-flexible system is not for the PHB. The PHB should allow me to have a character up and running in 10 minutes, and that means nicely pre-packaged classes. I would love to have this in a book like Unearthed Arcana 5E instead (like UA 3E had).</p><p></p><p></p><p> It is better to use a basic mechanic that always produces classes of comparable power levels, no matter whether they are weapon-based or spell-based or summoners or whatever. </p><p> </p><p>If I would write an RPG, I wouldn't use your model. This anchors "linear fighters, quadratic wizards" deep into the core game. The problem is that on a quick glance, this looks like fast BAB progression is something that you can balance against spells. But that just doesn't work. Wizards never had any disadvantage from low BAB. Their spells auto-hit. It's like <a href="http://www.goblinscomic.com/03232010/" target="_blank">giving up the ability to rhyme</a>.</p><p></p><p>The Warrior, on the other hand, gets a good BAB, but it's merely to fulfill the minimum requirement. If your main job is to hit monsters with a sword, then yes, it's good to know that you'll be able to hit the monsters you'll face at high levels reliably. But I want more than "not suck", I want to have some interesting options, combat maneuvers or whatever.</p><p></p><p>The Expert is just stuck in the middle. Medium BAB means he won't hit well at higher levels. Ask any 3E monk how that feels ("flurry of misses"). He does get spells, but it's more like "yeah, now I can do what the Adept did 5 levels ago".</p></blockquote><p></p>
[QUOTE="mkill, post: 5784990, member: 55985"] I think it's a good idea to have some flexible "super-class" that players can mix and match to build their dream character. However, such a super-flexible system is not for the PHB. The PHB should allow me to have a character up and running in 10 minutes, and that means nicely pre-packaged classes. I would love to have this in a book like Unearthed Arcana 5E instead (like UA 3E had). It is better to use a basic mechanic that always produces classes of comparable power levels, no matter whether they are weapon-based or spell-based or summoners or whatever. If I would write an RPG, I wouldn't use your model. This anchors "linear fighters, quadratic wizards" deep into the core game. The problem is that on a quick glance, this looks like fast BAB progression is something that you can balance against spells. But that just doesn't work. Wizards never had any disadvantage from low BAB. Their spells auto-hit. It's like [URL="http://www.goblinscomic.com/03232010/"]giving up the ability to rhyme[/URL]. The Warrior, on the other hand, gets a good BAB, but it's merely to fulfill the minimum requirement. If your main job is to hit monsters with a sword, then yes, it's good to know that you'll be able to hit the monsters you'll face at high levels reliably. But I want more than "not suck", I want to have some interesting options, combat maneuvers or whatever. The Expert is just stuck in the middle. Medium BAB means he won't hit well at higher levels. Ask any 3E monk how that feels ("flurry of misses"). He does get spells, but it's more like "yeah, now I can do what the Adept did 5 levels ago". [/QUOTE]
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