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General Tabletop Discussion
*Dungeons & Dragons
Does your concern about adding more classes to 5e D&D stem from multiclassing?
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<blockquote data-quote="Jer" data-source="post: 8528023" data-attributes="member: 19857"><p>My concern about adding more classes (rather than subclasses) is I want to see a real need for them. Not a "oh we need to fill this mechanical niche" need either, but a "here's an archetypal character type that can't be done with the current classes available and can't really be done with a new subclass". Personally I think dual classing in 5e (not just "dipping for flavor" or "dipping in to optimize" but actual dual classing) could be better handled with subclass design.</p><p></p><p>I think adding Artificer to the game is an example of a good place to put a new class into the game - the magical inventor is now a staple of fantasy, and while you could make it with a Wizard subclass there's enough variation in the "magical inventor" space that it merits its own class and mechanical approach.</p><p></p><p>I also think that folks clamoring for more subclasses and classes is an indication that there might be something missing that is complementary to the class structure. I think that 5e doesn't go far enough with Backgrounds - 4e was starting to dabble in the idea of a character "Theme" that worked across classes and that morphed kind of into Backgrounds for 5e. But themes went farther in allowing you to swap elements of your character's class choices out for theme choices. I don't know how it would be implemented in 5e mechanics, but that approach was an interesting one for dealing with the "my idea doesn't quite fit into a particular character class" problem that crops up.</p></blockquote><p></p>
[QUOTE="Jer, post: 8528023, member: 19857"] My concern about adding more classes (rather than subclasses) is I want to see a real need for them. Not a "oh we need to fill this mechanical niche" need either, but a "here's an archetypal character type that can't be done with the current classes available and can't really be done with a new subclass". Personally I think dual classing in 5e (not just "dipping for flavor" or "dipping in to optimize" but actual dual classing) could be better handled with subclass design. I think adding Artificer to the game is an example of a good place to put a new class into the game - the magical inventor is now a staple of fantasy, and while you could make it with a Wizard subclass there's enough variation in the "magical inventor" space that it merits its own class and mechanical approach. I also think that folks clamoring for more subclasses and classes is an indication that there might be something missing that is complementary to the class structure. I think that 5e doesn't go far enough with Backgrounds - 4e was starting to dabble in the idea of a character "Theme" that worked across classes and that morphed kind of into Backgrounds for 5e. But themes went farther in allowing you to swap elements of your character's class choices out for theme choices. I don't know how it would be implemented in 5e mechanics, but that approach was an interesting one for dealing with the "my idea doesn't quite fit into a particular character class" problem that crops up. [/QUOTE]
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Community
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Does your concern about adding more classes to 5e D&D stem from multiclassing?
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