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<blockquote data-quote="Malmuria" data-source="post: 8378280" data-attributes="member: 7030755"><p>You don't have to do anything! </p><p>My argument has to do with game design and is as follows: </p><p>1) The 5e base game attempts to recreate classic fantasy archetypes (to "make dnd feel like dnd"), and does a so-so job of it. It relies on players figuring out that certain race-class combinations are every so slightly better than others, and then choosing those (vs earlier editions that just limited race-class combinations explicitly).</p><p>2) Once you add more options in terms of races and subclasses, you easily get a game that is quite removed from the <a href="https://alldeadgenerations.blogspot.com/2021/07/classic-play-v-aesthetic.html" target="_blank">aesthetic</a> of classic fantasy. This is in fact already what happened with 3e and pathfinder 1e.</p><p></p><p>I would hypothesize that (2) combined with the change in play culture (to critical-role style <a href="https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html" target="_blank">OC play</a>) reflect a game that is changing to be more open-ended, and that classic fantasy archetypes are not irrelevant, but only some of the archetypes that new players bring to the table.</p><p></p><p>That being said if you want more classic archetypes in your dnd, I might <em>recommend</em> that you play editions and versions of the game that zero-in on those archetypes and that playstyle. And if you do, you'll find a wealth of indie designers who are returning to those archetypes and rules and creating wonderful products for them. But to each their own.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8378280, member: 7030755"] You don't have to do anything! My argument has to do with game design and is as follows: 1) The 5e base game attempts to recreate classic fantasy archetypes (to "make dnd feel like dnd"), and does a so-so job of it. It relies on players figuring out that certain race-class combinations are every so slightly better than others, and then choosing those (vs earlier editions that just limited race-class combinations explicitly). 2) Once you add more options in terms of races and subclasses, you easily get a game that is quite removed from the [URL='https://alldeadgenerations.blogspot.com/2021/07/classic-play-v-aesthetic.html']aesthetic[/URL] of classic fantasy. This is in fact already what happened with 3e and pathfinder 1e. I would hypothesize that (2) combined with the change in play culture (to critical-role style [URL='https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html']OC play[/URL]) reflect a game that is changing to be more open-ended, and that classic fantasy archetypes are not irrelevant, but only some of the archetypes that new players bring to the table. That being said if you want more classic archetypes in your dnd, I might [I]recommend[/I] that you play editions and versions of the game that zero-in on those archetypes and that playstyle. And if you do, you'll find a wealth of indie designers who are returning to those archetypes and rules and creating wonderful products for them. But to each their own. [/QUOTE]
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