Class Glut?

Class Glut?

  • There are already too many feet on the dance floor and toes are being stepped on as we speak.

    Votes: 22 15.5%
  • The dance floor is filling fast and we have to be careful or someone get bumped off the floor

    Votes: 40 28.2%
  • If we dance a certain way no toes will ever be stepped on.

    Votes: 80 56.3%

Actually, the power lists make more classes coexist next to each other more easily. When 90% of what a class gives you is summed up in hit dice and attack bonus, its easy for them to step on each other's toes. With more ingredients in the mix, a wider variety of flavors can be crafted.

Of course this won't satisfy the dedicated critics, who will disregard aspects of a class they don't care for and then compare what remains, or who will complain about the repitition of ingredients while ignoring issues of combination and concentration. See, eg, people who feel that the sorcerer is somehow a replacement for the wizard.
 

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As long as new classes are interesting and fun then we can never have too many. The more classes there are the better the chance for the right class for any character concept I have so I like that. I don't like to shoehorn concpets that don't fit well with existing classes.
 


Sorcerers also benefit from being an A-shaped, instead of a V-shaped class.

Off topic, I know, but can anyone explain, or point me to an explanation, what A-shaped and V-shaped classes are?

As for the original question, I don't think we have reached a glut yet. And I agree with Ourph that extra options in character creation is good for the players, and doesn't effect me too much as I'm only going to see 5 at a time, as long as the options stay relatively balanced.
 

Off topic, I know, but can anyone explain, or point me to an explanation, what A-shaped and V-shaped classes are?

As for the original question, I don't think we have reached a glut yet. And I agree with Ourph that extra options in character creation is good for the players, and doesn't effect me too much as I'm only going to see 5 at a time, as long as the options stay relatively balanced.

A-shaped = 2 primary stats, 1 secondary stat
V-shaped= 1 primary stat, 2 secondary stats
 

A shaped classes are ones which have a single primary stat which they attack off of, and two secondary stats, usually chosen by build, which grant side benfits. Swordmage, sorcerer, warlord, and rogue are all A shaped classes. V shaped classes have two stats which they can attack off of, usually differentiated by build choice, and a single secondar stat which provides side benefits to both classes. Cleric, paladin, warlock, and ranger are all V shaped classes. Fighter and wizard are anomoulous for not being either. They both have a single attack stat and multiple secondary stats which depend primarily on choice of weapon. I beleive that they are usually lumped in with the A class because of their single attack stat.

The general concesus as far as I'm aware is that people consider A stat classes to be more robustly designed, because you can take powers which are not in your build and will only lose power on the kicker the attack will still have the same attack bonus and base damage role. In a V stat class it is much more difficult to select powers from the other build because you will require three stats (both primaries and the kicker stat), when everyone else can get away with two.
 

I always use the "vermin hunter rule" - there was a vermin hunter kit in one of the Complete books IIRC. Once 4e creates something similarly specialized, class glut has begun. ;)
 



Nah, not yet.

Some cream will ALWAYS rise to the top, so there will be classes and builds and characters that hardly ever see the light of day, and some that see it often.

Class glut is harder to achieve than race glut, anyway, because I can make use of a new class's abilities in the very next game, but I might not be able to make use of a new race until I kill a character.
 

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