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<blockquote data-quote="doctorbadwolf" data-source="post: 8918843" data-attributes="member: 6704184"><p>Potentially losing a decent number of folks (myself included) if moving to not having classes like ranger and Paladin <em>as classes</em>. </p><p></p><p>But…in your branching setup, which I do like, I don’t think you’d <em>need</em> every class to be nearly as big as a 5e class is. </p><p></p><p>I’d much rather be able to play like the character concept at level 1, though, not level 3 or whatever. Only way to do that without a ton of level choices is to have a wide range of options, or reduce level 1 complexity elsewhere and choose class and specialization or multiclass at level 1 as well. </p><p></p><p>So, multiclassing would be done via specializations, with some being in between archetypes eg things like Ranger, Paladin, Assassin, etc, ie the more narrow/specific classes and the conceptually bigger archetypes in 5e. Other specializations might only be available to one class, and still others might only be for multiclassing?</p><p></p><p>With the right setup, an archetype that adds Spellcasting, if chosen as a Mage, would add Spellcasting versatility, while on a Warrior it would add baseline Spellcasting. Spell level progression would be the same for all spellcasters, but your spell level cap and spell slots would be different based on you class and specialization. </p><p></p><p>Example: Warden (renamed ranger, in this case) gives primal magic relating to hunting/tracking/searching, animal and plant magic, and weapon combat magic. On a warrior, it just adds that magic and the ability to cast spells, up to 5th level, with roughly half the spell slots as a mage. On a Mage, it opens up magic they normally wouldn’t have access to, and gives access to the common warrior (this is how warriors meet baseline damage numbers) mechanic. </p><p></p><p>If the warrior has a similarly scaling weapon attack progression, then these MC specializations could grant “half power” progression in that mechanic, just like granting half power casting.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8918843, member: 6704184"] Potentially losing a decent number of folks (myself included) if moving to not having classes like ranger and Paladin [I]as classes[/I]. But…in your branching setup, which I do like, I don’t think you’d [I]need[/I] every class to be nearly as big as a 5e class is. I’d much rather be able to play like the character concept at level 1, though, not level 3 or whatever. Only way to do that without a ton of level choices is to have a wide range of options, or reduce level 1 complexity elsewhere and choose class and specialization or multiclass at level 1 as well. So, multiclassing would be done via specializations, with some being in between archetypes eg things like Ranger, Paladin, Assassin, etc, ie the more narrow/specific classes and the conceptually bigger archetypes in 5e. Other specializations might only be available to one class, and still others might only be for multiclassing? With the right setup, an archetype that adds Spellcasting, if chosen as a Mage, would add Spellcasting versatility, while on a Warrior it would add baseline Spellcasting. Spell level progression would be the same for all spellcasters, but your spell level cap and spell slots would be different based on you class and specialization. Example: Warden (renamed ranger, in this case) gives primal magic relating to hunting/tracking/searching, animal and plant magic, and weapon combat magic. On a warrior, it just adds that magic and the ability to cast spells, up to 5th level, with roughly half the spell slots as a mage. On a Mage, it opens up magic they normally wouldn’t have access to, and gives access to the common warrior (this is how warriors meet baseline damage numbers) mechanic. If the warrior has a similarly scaling weapon attack progression, then these MC specializations could grant “half power” progression in that mechanic, just like granting half power casting. [/QUOTE]
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