Core Class Craziness--What's Next?

AFGNCAAP

First Post
Y'know, after getting Complete Warrior and seeing the core class variants in that, hearing about Complete Divine, hearing about some of the core class options in Unearthed Arcana, & even seeing & hearing about the core class variants presented in Dragon, I just hafta wonder...

Is D&D getting core-class happy again?

I didn't have any problem with lots of prestige classes, since they were (more or less) a type/path that a character could develop into. However, it seems like there's quite a few new core classes that focuses on specific ideas or motifs--for example, the UA battle sorcerer seems to (basically) be a sort of fighter/sorcerer combo made into a core class, while the CW swashbuckler seems to be a bit more Dex-focused, roguish fighter.

I don't mind these kinds of characters at all, but I wonder if this could have been avoided (to a certain degree) if some of the existing core classes were made a bit more flexible. For example, would there really have been a need for a samurai class or a swashbuckler class in UA if the fighter class just started off with more feats & less set abilities (for example, being proficient in all simple & martial weapons, and maybe light armor, but granting additional bonus feats at 1st level for medium armor prof., heavy armor prof., shield prof., & tower shield prof.)? This way, the Dex-based fighter could spend feat slots previously taken by the armor & shield profs. on feats such as Weapon Finesse, Dodge, Weapon Focus, etc.; along the same lines, a more wilderness-based fighter could get feats such as Track, or perhaps even feats that allow for additional skills to become class skills.

Of course, all of these new core classes are optional (heck, even the core classes & races in the core books are optional, per DM/player/rule 0 discretion). And, these new core classes may fit the bill for certain kinds of campaigns or character concepts.

However, do these new core classes lessen the value of multiclassing? Does it lessen the value of some prestige classes? I mean, why play a multi-classed fighter/sorcerer if you could play a battle sorcerer instead? Or select the Eldritch Knight PrC? Why play a fighter/duelist or a rogue/duelist if you could play a Swashbuckler instead?

Now, the generic classes mentioned in UA seem to really fit the bill of allowing for a few basic, yet relatively customizable, core classes. Then again, could these really accomdate all of the various possibilities with multiple core classes? Could a Warrior generic class character ever hope to have a d12 Hit Die, or limited divine spells without multiclassing? Could a Spellcaster generic class turn undead, or sacrifice prepared spells for healing energy or animal summoning? Could the Expert generic class ever obtain Sneak Attack, or Bardic Lore?

Then again, with many of the core class ideas & variants that have popped up so far in Complete Warrior and Unerathed Arcana, what'll happen with future books like Complete Divine? Will there be a retro-fitting of existing core class ideas (e.g., the CW samurai vs. the OA samurai)? Will it be merely reprinting material that popped up in Unearthed Arcana (e.g., reprinting the urban druid & cloistered cleric in Complete Divine)?

Of course, this is all optional material, and it's merely a matter of picking & choosing what you do & don't want to use in a game. But will it really be D&D anymore? Can we really have a set assumption anymore on what D&D is, what's possible, what's available, & how it works, with the variety of options present? Will players have to relearn the game (to a degree) when they play with another group (who may have chosen to use more/different options than the player's old group)? What about with new players?

(This argument isn't confined to the addition of core classes--it can be applied to other rule options as well: spell slots vs. spell points; Hit points vs. VP/WP vs. wound levels; etc.)

Well, what do you think?
 

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AFGNCAAP said:
...I wonder if this could have been avoided (to a certain degree) if some of the existing core classes were made a bit more flexible. For example, would there really have been a need for a samurai class or a swashbuckler class in UA if the fighter class just started off with more feats & less set abilities (for example, being proficient in all simple & martial weapons, and maybe light armor, but granting additional bonus feats at 1st level for medium armor prof., heavy armor prof., shield prof., & tower shield prof.)? This way, the Dex-based fighter could spend feat slots previously taken by the armor & shield profs. on feats such as Weapon Finesse, Dodge, Weapon Focus, etc.; along the same lines, a more wilderness-based fighter could get feats such as Track, or perhaps even feats that allow for additional skills to become class skills.

Not much to add to this, but I really like and agree with this part here.
 

Well, AFGNCAAP, I agree that new base classes are great for flexibility of character concept, and I agree that some things covered by alt-base classes could have been handled by more flexible original base classes. But the options presented in some new base classes can't be summarized into feats (hexblade's curse, swashbuckler's insightful strike) any more than core base classes' abilities can (animal companion, sneak attack). Although I think there's a risk of going overboard on base classes, I don't think 3.5 has reached that point yet (after all, UA is a book explicitly for new campaign options and rules).

Demiurge out.
 

I like some of the new core classes, but I do see them as being as alternates fit for specific settings and probably used to replace some of the core core classes in the PHB. I could be wrong...
 

I like some of the new core classes too. I so guess I'm also one to prefer extra options even though it might cause a little overlap sometimes. Picking and choosing is one of the fun parts to being a DM :)
 


AFGNCAAP said:
Of course, all of these new core classes are optional (heck, even the core classes & races in the core books are optional, per DM/player/rule 0 discretion).
...
However, do these new core classes lessen the value of multiclassing? Does it lessen the value of some prestige classes?
...
Now, the generic classes mentioned in UA seem to really fit the bill of allowing for a few basic, yet relatively customizable, core classes. Then again, could these really accomdate all of the various possibilities with multiple core classes?
...
Then again, with many of the core class ideas & variants that have popped up so far in Complete Warrior and Unerathed Arcana, what'll happen with future books like Complete Divine?
...
But will it really be D&D anymore?
...
Will players have to relearn the game (to a degree) when they play with another group (who may have chosen to use more/different options than the player's old group)? What about with new players?

Well, what do you think?

I think you are over-reacting, don't worry that much! :)

First of all, the material from all the books is, as you said twice, optional. If someone truly believes that you can use ALL the variants at the same time, he is somehow missing the point. This at least about rules options.

Second, the new core classes are just like prestige classes or multiclassing combinations, they don't lessen the value of the others, they simply increase the number of possibilities. The fact that there is a book with a core class besides PHB doesn't grant a player the right to play it in every campaign. PHB's core classes are different because they are supposed to be available to everyone; banning a PHB core class is an exception, allowing a non-core class is another exception. It doesn't matter that there are Samurai, Hexblades or Jedi Knights, if in your settings there are none there's no way a player can play one. It is unfortunate if most of us tend to think that every book belong to D&D as a whole and you cannot live without it.

Third, why do you think that just because there are hundreds of classes/PrCls the DM or the players should know them? You don't need to know a thing until you choose to use it, really. As soon as someone of your players comes up with the request to play e.g. a Swashbuckler instead of a Fighter/Rogue, you as a DM will consider it and decide to allow/disallow. Simply, why bother about something that hasn't appeared in your game yet?

Last, class variants are again optional. These are definitely different than new core classes, they are just the same classes, but with a variation. They should be much more easily to use in your game with minimum problems. More or less it's like having a choice between a standard class feature and an alternative one, if it better fits your character concept. You shouldn't think of these as separate classes - for example I bet that UA specifies you cannot multiclass between a core class and its variant, just as you can't multiclass between clerics of different deities or wizards of different specialization.

One extra note about generic classes: I think they are a variant to allow a step towards a class-less system (without completely taking classes away) or ability-based system. I believe that they are intended for those DMs which DON'T LIKE having tons of classes/PrCls, and prefer to simply let players customize their PC as much as they wish without resorting to ready-made class progressions. For this reason, I seriously doubt you should play with generic classes plus all of the classes and PrCls. Incidentally, you should not play with gestalt classes and normal classes, otherwise the second would simply have no point (besides NPCs).
 

I like new core classes. But I want them to be different...

My mayor point against the existing coreclasses in the PHB: These are no stereotypes, these are D&D stereotypes.

I would rather have had one fighter, one skill dude trickster, one spellcaster. All of them coming with many character options.

Barbarian is a fighting style for me. Ranger is a specialisation more towards skills. Swashbuckler... well.

Prestigeclasses such as the EK and the MT: Like them. But they are just a bad fix for the big problem, I would have preferred something else.

But the big advantage of D&D: Pick a class, roll, start playing. 3rd edition is already pretty complicated... but it works still better than many other games in that regard.

IMHO they should have provided a nearly free class build instruction (a la d20 modern) and then shown the 11 core classes as archetypes.
 

AFGNCAAP said:
I don't mind these kinds of characters at all, but I wonder if this could have been avoided (to a certain degree) if some of the existing core classes were made a bit more flexible.

...snip...


Well, what do you think?

I think that the biggest problem is that nobody (OK, very few people) actually bother putting into practice the suggestions made in both the PHB and DMG (with examples!).

The core rules *suggest* modifying base classes in all kinds of ways to create new "base classes".

e.g. the fighter with some rogueish elements in the PHB,
the ranger undead hunter in the DMG
The ranger/paladin cross in the DMG
The witch in the DMG

(and there are more!)

One of the biggest failings of WotC to my mind was not building on this background when releasing the splatbooks; There are a few token guestures (urban ranger in MotW for instance) but they really haven't done much to support it.

In one 3e campaign I've played a "justicar" who was a ranger but with the paladin spell list instead of the ranger spell list. He was a LN bounty hunter and judge. Alignment based spells from the paladin list were changed to "law" instead of "good" where appropriate. He worked great, and had a very different flavour to either paladins or rangers.
 

Darklone said:
IMHO they should have provided a nearly free class build instruction (a la d20 modern) and then shown the 11 core classes as archetypes.

That would have been a neat idea.

I also really like the d20modern angle where no class has more than 10 levels, so *everyone* is going to be multiclassing by the time they reach 11th level.

I'd certainly like to use something like that in my next d20 campaign that I run.
 

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