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<blockquote data-quote="CapnZapp" data-source="post: 9383931" data-attributes="member: 12731"><p>Sorry, you are arguing "it's too difficult, just give up". And please don't pick examples that might well be better suited to remaining a single-classed subclass. The idea was never to open up all sub classes, only some of them. (And some only to classes sharing the same "power source"*)</p><p><em><span style="font-size: 12px">*) using a 4E term for want of a better term for "martial or divine or arcane".</span></em></p><p></p><p>The facts remain: </p><ul> <li data-xf-list-type="ul">limiting your choice of subclass to only those for that specific class is needlessly specific in many cases, and allowing a player to pick one or three subclasses for each other class greatly increase the game's option space, making many many more and varied character builds possible. There's no reason to just assume a competent rules developer can't adjust to avoid egregious optimization highs and lows</li> <li data-xf-list-type="ul">making a single choice at low level that persists and can't be changed all the way up to level 20 is a noticeable rigidity in the system, one that could easily be solved perhaps just by simply cutting each subclass in two*.</li> </ul><p><em><span style="font-size: 12px">*) the most direct if crude rule to get this idea across: "at level 12 you may switch subclass. From this moment on, you simply take subclass features from your new choice."</span></em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9383931, member: 12731"] Sorry, you are arguing "it's too difficult, just give up". And please don't pick examples that might well be better suited to remaining a single-classed subclass. The idea was never to open up all sub classes, only some of them. (And some only to classes sharing the same "power source"*) [I][SIZE=3]*) using a 4E term for want of a better term for "martial or divine or arcane".[/SIZE][/I] The facts remain: [LIST] [*]limiting your choice of subclass to only those for that specific class is needlessly specific in many cases, and allowing a player to pick one or three subclasses for each other class greatly increase the game's option space, making many many more and varied character builds possible. There's no reason to just assume a competent rules developer can't adjust to avoid egregious optimization highs and lows [*]making a single choice at low level that persists and can't be changed all the way up to level 20 is a noticeable rigidity in the system, one that could easily be solved perhaps just by simply cutting each subclass in two*. [/LIST] [I][SIZE=3]*) the most direct if crude rule to get this idea across: "at level 12 you may switch subclass. From this moment on, you simply take subclass features from your new choice."[/SIZE][/I] [/QUOTE]
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