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Class vs. Subclass vs. Feat Track
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<blockquote data-quote="DMZ2112" data-source="post: 6203723" data-attributes="member: 78752"><p>Oh, that's not good; I was heading in exactly the opposite direction.</p><p></p><p> </p><p> </p><p>I think you are absolutely correct, so I'm hoping our disagreement is merely semantic. The archetype "cleric" is broadly defined, focusing only on the healing aspect, because it is the one thing that all of these other roles you have mentioned -- these subclasses -- have in common. It is the thing that makes them all clerics, no matter what else they may be. The inclusion of healing -- or, if you prefer more detail, the channeling of holy/unholy energy -- specifically makes them clerics and not a member of any other class.</p><p></p><p>I am absolutely not suggesting that any of these cleric concepts should be excluded from the game; merely that they should share a core mechanic that ties them to each other and to the backbone of the game. I think the class/subclass system provides this unity, and I am hoping the designers make good use of it. I would hope that the subclasses that represent these concepts are robust and diverse, and each worth playing in its own right, but I would also hope that players always feel that any of them are capable of fulfilling the role of the cleric in play, which is ultimately the most important thing (to the execution of the game itself).</p><p></p><p>What I'm saying in an oversimplified nutshell is this: forget class groups. If a class is a "priest," it is probably a subclass of cleric.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6203723, member: 78752"] Oh, that's not good; I was heading in exactly the opposite direction. I think you are absolutely correct, so I'm hoping our disagreement is merely semantic. The archetype "cleric" is broadly defined, focusing only on the healing aspect, because it is the one thing that all of these other roles you have mentioned -- these subclasses -- have in common. It is the thing that makes them all clerics, no matter what else they may be. The inclusion of healing -- or, if you prefer more detail, the channeling of holy/unholy energy -- specifically makes them clerics and not a member of any other class. I am absolutely not suggesting that any of these cleric concepts should be excluded from the game; merely that they should share a core mechanic that ties them to each other and to the backbone of the game. I think the class/subclass system provides this unity, and I am hoping the designers make good use of it. I would hope that the subclasses that represent these concepts are robust and diverse, and each worth playing in its own right, but I would also hope that players always feel that any of them are capable of fulfilling the role of the cleric in play, which is ultimately the most important thing (to the execution of the game itself). What I'm saying in an oversimplified nutshell is this: forget class groups. If a class is a "priest," it is probably a subclass of cleric. [/QUOTE]
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