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Classes - What we know so far
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<blockquote data-quote="Li Shenron" data-source="post: 6275325" data-attributes="member: 1465"><p>There are different possible approaches: </p><p></p><p>- <em>few generic classes</em> (e.g. the "iconic four") each of which is expanded through subclasses or other options</p><p>- <em>several semi-generic classes</em> (as in 3e) each of which still allow moderate variations</p><p>- <em>plenty of specialized classes</em> (as in 4e?) each of which with limited or no variation at all</p><p></p><p>They are all valid design approaches, each with pros and cons. I am quite sure they thought carefully about which one to follow and listened to feedback. But it's a major design choice, and once the decision is made, then it becomes important to stick with it during the whole edition (although fringe products such as 3e Unearthed Arcana have the chance to support alternative approaches).</p><p></p><p>EDIT: </p><p>I also prefer the current approach. The way I see it, this "middle ground" approach sets the edition in a position where it's actually not that hard for a gaming group to shift to either of the two alternative approaches.</p><p></p><p>For example, if I were a fan of "tons of classes", I would first of all realize that almost certainly there is going to be some mechanical overlapping, because it's hard to have a game with 50 classes each of which is totally different. Then I would simply look at subclasses as if they were actual classes! Instead of presenting the game as "there are 12 classes: Fighter, Cleric, Wizard..." I would look at is as "there are ~50 classes: Warrior, Weaponmaster, War Cleric, Life Cleric, Enchanter, Illusionist....".</p><p></p><p>The other way around (i.e. playing with only the "iconic four" and turning other classes into subclasses) requires more work, in order to swap class abilities between them, but can still be done, and IMHO the fact that there are (1) no "dead levels" in 5e classes and (2) no different BAB/ST/spells progressions, actually makes the swapping process easier than before.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6275325, member: 1465"] There are different possible approaches: - [I]few generic classes[/I] (e.g. the "iconic four") each of which is expanded through subclasses or other options - [I]several semi-generic classes[/I] (as in 3e) each of which still allow moderate variations - [I]plenty of specialized classes[/I] (as in 4e?) each of which with limited or no variation at all They are all valid design approaches, each with pros and cons. I am quite sure they thought carefully about which one to follow and listened to feedback. But it's a major design choice, and once the decision is made, then it becomes important to stick with it during the whole edition (although fringe products such as 3e Unearthed Arcana have the chance to support alternative approaches). EDIT: I also prefer the current approach. The way I see it, this "middle ground" approach sets the edition in a position where it's actually not that hard for a gaming group to shift to either of the two alternative approaches. For example, if I were a fan of "tons of classes", I would first of all realize that almost certainly there is going to be some mechanical overlapping, because it's hard to have a game with 50 classes each of which is totally different. Then I would simply look at subclasses as if they were actual classes! Instead of presenting the game as "there are 12 classes: Fighter, Cleric, Wizard..." I would look at is as "there are ~50 classes: Warrior, Weaponmaster, War Cleric, Life Cleric, Enchanter, Illusionist....". The other way around (i.e. playing with only the "iconic four" and turning other classes into subclasses) requires more work, in order to swap class abilities between them, but can still be done, and IMHO the fact that there are (1) no "dead levels" in 5e classes and (2) no different BAB/ST/spells progressions, actually makes the swapping process easier than before. [/QUOTE]
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