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General Tabletop Discussion
*Dungeons & Dragons
Class and Subclass Design: What Works
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<blockquote data-quote="Remathilis" data-source="post: 9762178" data-attributes="member: 7635"><p>I don't consider this a bad thing though. Fighter itself means nothing and your subclass should really be defining the type of fighter you are (knight, arcane archer, gladiator, etc). Casters on the other hand have huge amounts of baked in flavor just by their spell selection alone. You can't reflavor a bard as a different type of caster without major revisions to the spell list, and 10 spells in a subclass ain't always enough. </p><p></p><p>I think most subclasses though provide too few features and most come too late to really feel impactful. Most classes should have 4 or 5 and they should be complete by level 15. The bard has too few, the rogue too late, the sorcerer might as well only have two. They really should have opted for the unified progression for subclasses, but water under the bridge i guess.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9762178, member: 7635"] I don't consider this a bad thing though. Fighter itself means nothing and your subclass should really be defining the type of fighter you are (knight, arcane archer, gladiator, etc). Casters on the other hand have huge amounts of baked in flavor just by their spell selection alone. You can't reflavor a bard as a different type of caster without major revisions to the spell list, and 10 spells in a subclass ain't always enough. I think most subclasses though provide too few features and most come too late to really feel impactful. Most classes should have 4 or 5 and they should be complete by level 15. The bard has too few, the rogue too late, the sorcerer might as well only have two. They really should have opted for the unified progression for subclasses, but water under the bridge i guess. [/QUOTE]
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Class and Subclass Design: What Works
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