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General Tabletop Discussion
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Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
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<blockquote data-quote="Shiroiken" data-source="post: 7595748" data-attributes="member: 6775477"><p>There will probably only ever be 1, maybe 2, more non-setting specific classes released for 5E (some form of psion and maybe something completely new). They will probably make a few setting specific classes that could be transferred to other settings (such as the artificer for Eberron), but those are still going to be rare. Given the classplosion of 3E, and the resulting power creep, I strongly suspect that any new "class" they want to make will be done as a subclass if possible. Thus for 5E classes, sub-classes are necessary to allow variety and to create new character concepts.</p><p></p><p>However, you have added in homebrew and 3PP options to the mix, which creates an unbalanced equation for your question. They can add a billion new classes, making sub-classes unnecessary for any game that uses all of them. You can design homebrew or 3PP classes that don't have or need sub-classes, but that is not the design principle of 5E. Your question would be better stated as: do games that allow a lot of homebrew classes and 3PP classes really need sub-classes. In that case, sub-classes are probably irrelevant.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7595748, member: 6775477"] There will probably only ever be 1, maybe 2, more non-setting specific classes released for 5E (some form of psion and maybe something completely new). They will probably make a few setting specific classes that could be transferred to other settings (such as the artificer for Eberron), but those are still going to be rare. Given the classplosion of 3E, and the resulting power creep, I strongly suspect that any new "class" they want to make will be done as a subclass if possible. Thus for 5E classes, sub-classes are necessary to allow variety and to create new character concepts. However, you have added in homebrew and 3PP options to the mix, which creates an unbalanced equation for your question. They can add a billion new classes, making sub-classes unnecessary for any game that uses all of them. You can design homebrew or 3PP classes that don't have or need sub-classes, but that is not the design principle of 5E. Your question would be better stated as: do games that allow a lot of homebrew classes and 3PP classes really need sub-classes. In that case, sub-classes are probably irrelevant. [/QUOTE]
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Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
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