Winterthorn
Monster Manager
My problem is that too many people don't distinguish between "flabby crunch" and "sharp crunch".
More subclasses is (relatively) easy to produce. They increase choice - but not complexity. (Except in the narrow sense that you CAN multiclass into the new subclass)
What I want the most is crunch that increases build complexity for all characters, including existing ones for which more subclasses do nothing at all.
Why? Because we've got next to nothing of that kind.
I am not opposed to more subclasses.
I am opposed to getting ONLY subclasses - getting only breadth-crunch and no deep-crunch.
I agree. The game seems IMO... like we are in the shallow end of the pool.
I would like to see some kind of advanced player's guide that offers more options *within* subclasses. Perhaps replacing the nice but boring ASIs with choices between distinct features that are effective and interesting, even if sometimes they are slightly weaker** than ASIs
** I suggest slightly weaker in order to mitigate power creep, hopefully.
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