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Anyone else finding character advancement pretty dull?
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<blockquote data-quote="TwoSix" data-source="post: 7477316" data-attributes="member: 205"><p>Well, I don't see the idea as being exactly equivalent to Prestige Classes. I see it more like this:</p><p></p><p>1) When you level, the most fundamental choice you make is what class to take the next level in. Every other option flows from there. (Assuming multiclass is allowed, of course.)</p><p>2) Right now, you have 12 options as to where to put that level. (More if homebrew is allowed.)</p><p>3) More options are fun, so what if I had more options as to what to do with that level choice?</p><p>4) You can add new classes, but that has a lot of design overhead and must support a thematic concept with room for subclasses going from 1-20. That design space is limited.</p><p>5) 5e's math is based on hit points and proficencies increasing with level, so simply trading in a level for another option isn't feasible. Any new silo for level benefits must grant hit points and a Hit Die, and must count towards overall character level.</p><p>6) Based on 4 and 5, the concept of a class with limited scope becomes appealing. Allows for more options, but less design overhead. 1-20 progression is not required, as is room for subclasses. Modular options within a design chassis already meant to encourage modularity would be redundant (although not poor design, just not required).</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7477316, member: 205"] Well, I don't see the idea as being exactly equivalent to Prestige Classes. I see it more like this: 1) When you level, the most fundamental choice you make is what class to take the next level in. Every other option flows from there. (Assuming multiclass is allowed, of course.) 2) Right now, you have 12 options as to where to put that level. (More if homebrew is allowed.) 3) More options are fun, so what if I had more options as to what to do with that level choice? 4) You can add new classes, but that has a lot of design overhead and must support a thematic concept with room for subclasses going from 1-20. That design space is limited. 5) 5e's math is based on hit points and proficencies increasing with level, so simply trading in a level for another option isn't feasible. Any new silo for level benefits must grant hit points and a Hit Die, and must count towards overall character level. 6) Based on 4 and 5, the concept of a class with limited scope becomes appealing. Allows for more options, but less design overhead. 1-20 progression is not required, as is room for subclasses. Modular options within a design chassis already meant to encourage modularity would be redundant (although not poor design, just not required). [/QUOTE]
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Anyone else finding character advancement pretty dull?
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