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<blockquote data-quote="Steampunkette" data-source="post: 9469147" data-attributes="member: 6796468"><p>Again, this isn't about how -I- will play the characters in D&D24. Because as noted earlier in the thread: I won't be playing D&D24. I'll be over in A5e having a blast.</p><p></p><p>This is me, as a game designer, saying "This is a bad design choice for these reasons."</p><p></p><p>Rogues aren't defined by their archetypes. Rogues are defined by being sneaky little blighters who get sneak attack. Their archetypes give them a new and interesting way of doing those things and represent training and gained skill which is great. (Though, honestly, I wouldn't be opposed to giving EVERYONE their archetypes at level 1, as it makes more sense than splitting out pacts and oaths and stuff to 3rd)</p><p></p><p>Warlocks get their power from a specific entity. And as a design, moving that entity to 3rd level is a bad design decision. It's great that you, personally, don't have an issue with this. But your arguments to support it have been "Other classes don't have this problem" and "You can fluff it!"</p><p></p><p>Neither of which is the design problems inherent to -this- class. Which is why I brought up this class and it's design.</p><p></p><p>Yes. It is unique to specific classes because specific classes have a narrative built around a single aspect of their character being -the- defining aspect of who they are, what they do, and how they get their power.</p><p></p><p>A fighter has the power of Sword. At level 3 they can be a Champion and be better at Sword. But at level 1? Sword.</p><p></p><p>A warlock has a patron that gives them magic from the get-go. That patron is an important narrative element and making the default a split to 3rd level breaks apart that narrative element.</p><p></p><p>Same with a Paladin's Oath or a Sorcerer's Bloodline.</p><p></p><p>Sure. So let's move all Archetypes to level 1 instead of level 3.</p><p></p><p>It'd make a lot more sense that way if that's the way you'd prefer it done.</p><p></p><p>Though I'd argue it's a stronger argument for Paladin/Sorcerer/Warlock than most any other class since their Oath/Bloodline/Patron is where they -get- their power.</p><p></p><p>Alternatively keep the Archetypes at 3rd and move the Oath/Bloodline/Patron to level 1 as more of a ribbon and make the Archetype into a different narrative-mechanical element.</p><p></p><p>It's almost like I recognize a trend of intentionality in their statements and actions over the course of several years culminating into a fairly well received product that they can carry forward with their new "One size fits all" archetypes at identical levels across all classes function...</p><p></p><p>Weird how that works. It's almost like they said it's a thing they wanted to do, and then they did it, and then they made changes to make it easier to do in the future...</p><p></p><p>But it's PROBABLY just a coincidence, sure.</p><p></p><p>Uh huh. Yup. I'm just the crazy cat lady over here being wrong about everything!</p><p></p><p>Surely this will NEVER HAPPEN and is not -remotely- a part of their design process.</p><p></p><p>Which is D&D24. Whole cloth.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9469147, member: 6796468"] Again, this isn't about how -I- will play the characters in D&D24. Because as noted earlier in the thread: I won't be playing D&D24. I'll be over in A5e having a blast. This is me, as a game designer, saying "This is a bad design choice for these reasons." Rogues aren't defined by their archetypes. Rogues are defined by being sneaky little blighters who get sneak attack. Their archetypes give them a new and interesting way of doing those things and represent training and gained skill which is great. (Though, honestly, I wouldn't be opposed to giving EVERYONE their archetypes at level 1, as it makes more sense than splitting out pacts and oaths and stuff to 3rd) Warlocks get their power from a specific entity. And as a design, moving that entity to 3rd level is a bad design decision. It's great that you, personally, don't have an issue with this. But your arguments to support it have been "Other classes don't have this problem" and "You can fluff it!" Neither of which is the design problems inherent to -this- class. Which is why I brought up this class and it's design. Yes. It is unique to specific classes because specific classes have a narrative built around a single aspect of their character being -the- defining aspect of who they are, what they do, and how they get their power. A fighter has the power of Sword. At level 3 they can be a Champion and be better at Sword. But at level 1? Sword. A warlock has a patron that gives them magic from the get-go. That patron is an important narrative element and making the default a split to 3rd level breaks apart that narrative element. Same with a Paladin's Oath or a Sorcerer's Bloodline. Sure. So let's move all Archetypes to level 1 instead of level 3. It'd make a lot more sense that way if that's the way you'd prefer it done. Though I'd argue it's a stronger argument for Paladin/Sorcerer/Warlock than most any other class since their Oath/Bloodline/Patron is where they -get- their power. Alternatively keep the Archetypes at 3rd and move the Oath/Bloodline/Patron to level 1 as more of a ribbon and make the Archetype into a different narrative-mechanical element. It's almost like I recognize a trend of intentionality in their statements and actions over the course of several years culminating into a fairly well received product that they can carry forward with their new "One size fits all" archetypes at identical levels across all classes function... Weird how that works. It's almost like they said it's a thing they wanted to do, and then they did it, and then they made changes to make it easier to do in the future... But it's PROBABLY just a coincidence, sure. Uh huh. Yup. I'm just the crazy cat lady over here being wrong about everything! Surely this will NEVER HAPPEN and is not -remotely- a part of their design process. Which is D&D24. Whole cloth. [/QUOTE]
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