Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Class power and Subclass design space: a discussion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gadget" data-source="post: 8008141" data-attributes="member: 23716"><p>The OP makes a lot of good points, though I disagree on the Moon Druid fix specifically, much like Ruin Explorer above. I think the problem was trying to push the "shape changer" theme too hard on the Druid chassis; that's what needed to be fixed. I like the idea of sub-classes "overwriting" base class features, but care must be given to not create combination monstrosities that turn the game into a 3.x clone; when such things got way out of hand.</p><p></p><p>One example that I immediately thought of but was overlooked in the OP is the Warlock. It tried to have psudo-sub-classes by offering patrons at first level and pact boons at third level; thereby giving more combinations of options. Others may disagree, but I feel they missed the mark here and should have just kept it with the patron choice, as the blade'lock (and it's somewhat overpowered "fix" in the hexblade) demonstrates.</p><p></p><p>Someone above mentioned offering more in class choices within a class, like invocations, metamagics, and maneuvers, and I agree that this is the way to go (though still froaught with design perils). Feats have been attempted the last three editions, and they've either been a power creep bananza or sytem mastery puzzle for the game. 5e's saving grace here was to avoid churning out a never ending flood of feats to add to the creep or puzzle. </p><p></p><p>Finally, the OP (or someone) mentioned the "sameness" that they are feeling with characters, having played 5e for, what, going on six years now? I would submit that part of the problem with this is that, as others have mentioned in the past, a large number of sub-classes in the game are spellcasters in one way or another, and there are only so many spells to go around, particularly as levels rise. A high level Bard, despite class features, begins to look and feel quite a bit like a high level Wizard or Sorcerer. Sure, they have a slightly different spell list, but not, imo, a unique enough one. Patial casters like the EK and the AT suffer the most from this, as they must pilliage from the wizard spell list with no spells unique to them (arguably some of the newer cantrips like GFB are for them). The Paladin and Ranger have it somewhat better, as they have their own spell list with unique spells, not just raiding the cleric and durid spell lists. This is where the 4e classes like the Swordmage had it better, as everything was designed for them in particular, with better synergy and flavor.</p></blockquote><p></p>
[QUOTE="Gadget, post: 8008141, member: 23716"] The OP makes a lot of good points, though I disagree on the Moon Druid fix specifically, much like Ruin Explorer above. I think the problem was trying to push the "shape changer" theme too hard on the Druid chassis; that's what needed to be fixed. I like the idea of sub-classes "overwriting" base class features, but care must be given to not create combination monstrosities that turn the game into a 3.x clone; when such things got way out of hand. One example that I immediately thought of but was overlooked in the OP is the Warlock. It tried to have psudo-sub-classes by offering patrons at first level and pact boons at third level; thereby giving more combinations of options. Others may disagree, but I feel they missed the mark here and should have just kept it with the patron choice, as the blade'lock (and it's somewhat overpowered "fix" in the hexblade) demonstrates. Someone above mentioned offering more in class choices within a class, like invocations, metamagics, and maneuvers, and I agree that this is the way to go (though still froaught with design perils). Feats have been attempted the last three editions, and they've either been a power creep bananza or sytem mastery puzzle for the game. 5e's saving grace here was to avoid churning out a never ending flood of feats to add to the creep or puzzle. Finally, the OP (or someone) mentioned the "sameness" that they are feeling with characters, having played 5e for, what, going on six years now? I would submit that part of the problem with this is that, as others have mentioned in the past, a large number of sub-classes in the game are spellcasters in one way or another, and there are only so many spells to go around, particularly as levels rise. A high level Bard, despite class features, begins to look and feel quite a bit like a high level Wizard or Sorcerer. Sure, they have a slightly different spell list, but not, imo, a unique enough one. Patial casters like the EK and the AT suffer the most from this, as they must pilliage from the wizard spell list with no spells unique to them (arguably some of the newer cantrips like GFB are for them). The Paladin and Ranger have it somewhat better, as they have their own spell list with unique spells, not just raiding the cleric and durid spell lists. This is where the 4e classes like the Swordmage had it better, as everything was designed for them in particular, with better synergy and flavor. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Class power and Subclass design space: a discussion
Top