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D&D Class Design Criticism
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<blockquote data-quote="Tony Vargas" data-source="post: 7088293" data-attributes="member: 996"><p>That's fair (though 5e is a lot /less/ about what your characters *are* than 4e was or 3.x/PF is, too). I'd say it was also more about what they had. A Basic or 1e (that's as OS as I ever got) character could easily be primarily defined by the magic items he'd found (or even by one particularly powerful/distinctive or unique/non-standard item).</p><p></p><p>D&D has just added more and more character-customization options as it evolved. OD&D started with 3 classes and added one and several sub-classes. 1e bundled all that, UA added weapon specializations and couple more classes. 2e added kits & school specialists and specialty priests. 3e added feats and PrCs and skill ranks and barely-restricted MCing, and made existing classes more customizeable (except for Clerics that were less customizeable than 2e CPH Priests), and then added lots more classes and lots more PrCs, and made magic items more of a PC resource via make/buy & wealth/level. 4e dropped PrCs, but balanced the classes, added Paragon Paths, Epic Destinies, Backgrounds & Themes, and added 'wish lists' to make/buy & wealth/level.</p><p></p><p>5e pulled back from all that, but not all the way back. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7088293, member: 996"] That's fair (though 5e is a lot /less/ about what your characters *are* than 4e was or 3.x/PF is, too). I'd say it was also more about what they had. A Basic or 1e (that's as OS as I ever got) character could easily be primarily defined by the magic items he'd found (or even by one particularly powerful/distinctive or unique/non-standard item). D&D has just added more and more character-customization options as it evolved. OD&D started with 3 classes and added one and several sub-classes. 1e bundled all that, UA added weapon specializations and couple more classes. 2e added kits & school specialists and specialty priests. 3e added feats and PrCs and skill ranks and barely-restricted MCing, and made existing classes more customizeable (except for Clerics that were less customizeable than 2e CPH Priests), and then added lots more classes and lots more PrCs, and made magic items more of a PC resource via make/buy & wealth/level. 4e dropped PrCs, but balanced the classes, added Paragon Paths, Epic Destinies, Backgrounds & Themes, and added 'wish lists' to make/buy & wealth/level. 5e pulled back from all that, but not all the way back. ;) [/QUOTE]
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