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D&D Metagame - 148 classes, 608 prestige classes
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<blockquote data-quote="Desdichado" data-source="post: 2352788" data-attributes="member: 2205"><p>Well, ideally all 20 level classes would be very flexible and play an important role in the campaign. Instead, we get stuck with a legacy of D&D-isms that may (or may not) play a comfortable role in every campaign, and which are arguably more like schticks than basic building blocks anyway. That's my main beef with the core base classes -- they only work if you're playing a very standard D&D game, which I don't always do, and their interpretation of the archetypes is too narrow for my taste. A great example is the ranger, which is an archetype that I really love. However, I'm increasingly frustrated by being stuck into the D&D mold of a two-weapon fighter who casts spells. The addition of an archery career path was a step in the right direction, but 3.5 shouldn't have taken a step; it should have gone the whole way.</p><p></p><p>The Scout, on the other hand, is much more what I had in mind. I'm a bit of a collector of alt.rangers, and the Scout isn't necessarily my favorite of the bunch, but if the Scout had been the original ranger, I'd probably have stopped there.</p><p></p><p>The lack of a core swashbuckler archetype is another pet peeve of mine.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Assuming you mean me, I agree with that actually. My only concern is that players don't tend to want to "graduate" at 5th or 6th level into finally being able to take levels in a class that supports their character concept. You want that from the beginning. But with sufficiently flexible base classes, I'm good -- you can start building your concept, and narrow it down later with a prestige class if you want, but if you can work within your concept from the very beginning, that's vastly superior, IMO.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2352788, member: 2205"] Well, ideally all 20 level classes would be very flexible and play an important role in the campaign. Instead, we get stuck with a legacy of D&D-isms that may (or may not) play a comfortable role in every campaign, and which are arguably more like schticks than basic building blocks anyway. That's my main beef with the core base classes -- they only work if you're playing a very standard D&D game, which I don't always do, and their interpretation of the archetypes is too narrow for my taste. A great example is the ranger, which is an archetype that I really love. However, I'm increasingly frustrated by being stuck into the D&D mold of a two-weapon fighter who casts spells. The addition of an archery career path was a step in the right direction, but 3.5 shouldn't have taken a step; it should have gone the whole way. The Scout, on the other hand, is much more what I had in mind. I'm a bit of a collector of alt.rangers, and the Scout isn't necessarily my favorite of the bunch, but if the Scout had been the original ranger, I'd probably have stopped there. The lack of a core swashbuckler archetype is another pet peeve of mine. :D Assuming you mean me, I agree with that actually. My only concern is that players don't tend to want to "graduate" at 5th or 6th level into finally being able to take levels in a class that supports their character concept. You want that from the beginning. But with sufficiently flexible base classes, I'm good -- you can start building your concept, and narrow it down later with a prestige class if you want, but if you can work within your concept from the very beginning, that's vastly superior, IMO. [/QUOTE]
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