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*Dungeons & Dragons
Ditching Archetypes 6E?
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<blockquote data-quote="DEFCON 1" data-source="post: 9749041" data-attributes="member: 7006"><p>I'd be curious as to what the additional classes might look like that you were thinking of to get upwards to the 25 or so that you mentioned... as a lot of classes I see in many products end up looking like they could easily just be subclasses of other classes? For instance, the 4E Warden / 5E Ancients Paladin-- narratively they seem similar enough (to my eye) and I would think that mechanically there's not much difference to be found between the two unless one was to create a whole bunch of new combat mechanic formats to divvy up amongst other classes.</p><p></p><p>Not saying the game <em>couldn't</em> have both a Warden and an Ancients Paladin... but it makes me wonder just how different could or would one have to make them to warrant having both? Is there enough narrative space between the two (especially if the Warden needs an additional 4-6 subclasses on top of its own existence.) It's kind of like splitting off say the Samurai from the Fighter subclass as another one, or the Assassin off of Rogue. Do they warrant needing to be their own classes (presumably because would get their own unique mechanics) as opposed to remaining subclasses? I dunno. I'm not opposed to it out of hand, but I do wonder just how different these identities need to be where one is willing to accept something as a new class versus being a subclass. Especially living in a world where we still have players who insist Rangers and Paladins should be subclasses themselves, LOL!</p><p></p><p>One place where I think it <em>could</em> possibly benefit having more classes would be if the game did go further into the Exploration and Social pillars as people have suggested, thereby it making sense to have more classes that are focused on those pillars and are less so on Combat. But I think that would require a much larger change to the foundation to the game, as the game is still very much a combat-centric one in terms of mechanics. Almost all defined mechanics are combat-centric, and one-third of the Core book foundation is entirely combat-mechanic enemy stats. I think that balance inside the game would definitely need to change in order to make exploration and social classes with their own mechanical heft be worth having new classes made. Scouts, aristocrats, gamblers, detectives, etc. It certainly would add a lot to the game were one to do this... I just don't know if enough people would want to slide the game's focus away from its combat-centric roots?</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9749041, member: 7006"] I'd be curious as to what the additional classes might look like that you were thinking of to get upwards to the 25 or so that you mentioned... as a lot of classes I see in many products end up looking like they could easily just be subclasses of other classes? For instance, the 4E Warden / 5E Ancients Paladin-- narratively they seem similar enough (to my eye) and I would think that mechanically there's not much difference to be found between the two unless one was to create a whole bunch of new combat mechanic formats to divvy up amongst other classes. Not saying the game [I]couldn't[/I] have both a Warden and an Ancients Paladin... but it makes me wonder just how different could or would one have to make them to warrant having both? Is there enough narrative space between the two (especially if the Warden needs an additional 4-6 subclasses on top of its own existence.) It's kind of like splitting off say the Samurai from the Fighter subclass as another one, or the Assassin off of Rogue. Do they warrant needing to be their own classes (presumably because would get their own unique mechanics) as opposed to remaining subclasses? I dunno. I'm not opposed to it out of hand, but I do wonder just how different these identities need to be where one is willing to accept something as a new class versus being a subclass. Especially living in a world where we still have players who insist Rangers and Paladins should be subclasses themselves, LOL! One place where I think it [I]could[/I] possibly benefit having more classes would be if the game did go further into the Exploration and Social pillars as people have suggested, thereby it making sense to have more classes that are focused on those pillars and are less so on Combat. But I think that would require a much larger change to the foundation to the game, as the game is still very much a combat-centric one in terms of mechanics. Almost all defined mechanics are combat-centric, and one-third of the Core book foundation is entirely combat-mechanic enemy stats. I think that balance inside the game would definitely need to change in order to make exploration and social classes with their own mechanical heft be worth having new classes made. Scouts, aristocrats, gamblers, detectives, etc. It certainly would add a lot to the game were one to do this... I just don't know if enough people would want to slide the game's focus away from its combat-centric roots? [/QUOTE]
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