Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Dealing with Unnecessary Classes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dannyl" data-source="post: 6139585" data-attributes="member: 6747102"><p>I started noticing this problem back in 3.5, when Wizards begans publishing more and more different spellcasting classes. We already had the basics; wizard, sorcerer, cleric, and druid, which were followed by truenamer, binder, and shadowcaster. It is cool to have variety but to me it seems kind of forced and silly. The problem was compounded in 4E, when difference classes, although they use the same power source and arbitrarily cast different spells, although they still basically do the same thing.</p><p></p><p>Nothing makes this more clear than the silly differences between wizard and sorcerer. I get the idea behind the two, but on a level of game mechanics there is close to no real difference between the two. Of course, this is not limited just spellcasters. Same applies, possibly even more so, to melee classes, such as fighter, barbarian, and ranger, just give some examples. They all have something they use to hit the other guy with.</p><p></p><p>I do not really blame WotC for this, since, lets face it, they need to make a profit out their products and one of the best ways of doing that is to published half a dozen accessories with different classes in them, and of course, a series of accessories to give those classes more options; paragon paths/prestige classes, spells, feats, etc.</p><p></p><p>I, however, have been envisioning weeding the garden a bit, so to speak.</p><p></p><p>I would like to combine all spellcasting classes, or at least most of them, into one class, and all melee classes, to one class. E.g. all sorcerers, wizards, clerics, and druid would just be classes "wizards" or "sorcerers," or any other name you want. That would mean managing a joint spell / power pool would be a lot more uniform, balanced, and not to mention easier. It would also stop the different classes from reinventing the wheel. Right now, there are plenty of examples of two different classes basically having the exact same ability, with maybe flavor differences in damage and what not.</p><p></p><p>For example, in 4E you can actually build a two weapon fighter that looks and acts exactly like a ranger. It just is not called "ranger."</p><p></p><p>The flavor to each class would come from the exact build, the choice of class features, and lore. You could make a wizard and make it act like a druid, if that was the sort of spellcaster you wanted to play.</p><p></p><p>Any thoughts or experience from this type of class system?</p></blockquote><p></p>
[QUOTE="Dannyl, post: 6139585, member: 6747102"] I started noticing this problem back in 3.5, when Wizards begans publishing more and more different spellcasting classes. We already had the basics; wizard, sorcerer, cleric, and druid, which were followed by truenamer, binder, and shadowcaster. It is cool to have variety but to me it seems kind of forced and silly. The problem was compounded in 4E, when difference classes, although they use the same power source and arbitrarily cast different spells, although they still basically do the same thing. Nothing makes this more clear than the silly differences between wizard and sorcerer. I get the idea behind the two, but on a level of game mechanics there is close to no real difference between the two. Of course, this is not limited just spellcasters. Same applies, possibly even more so, to melee classes, such as fighter, barbarian, and ranger, just give some examples. They all have something they use to hit the other guy with. I do not really blame WotC for this, since, lets face it, they need to make a profit out their products and one of the best ways of doing that is to published half a dozen accessories with different classes in them, and of course, a series of accessories to give those classes more options; paragon paths/prestige classes, spells, feats, etc. I, however, have been envisioning weeding the garden a bit, so to speak. I would like to combine all spellcasting classes, or at least most of them, into one class, and all melee classes, to one class. E.g. all sorcerers, wizards, clerics, and druid would just be classes "wizards" or "sorcerers," or any other name you want. That would mean managing a joint spell / power pool would be a lot more uniform, balanced, and not to mention easier. It would also stop the different classes from reinventing the wheel. Right now, there are plenty of examples of two different classes basically having the exact same ability, with maybe flavor differences in damage and what not. For example, in 4E you can actually build a two weapon fighter that looks and acts exactly like a ranger. It just is not called "ranger." The flavor to each class would come from the exact build, the choice of class features, and lore. You could make a wizard and make it act like a druid, if that was the sort of spellcaster you wanted to play. Any thoughts or experience from this type of class system? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dealing with Unnecessary Classes
Top