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Drop the rotating spotlight model of niche protection for 5e
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<blockquote data-quote="Hussar" data-source="post: 5793846" data-attributes="member: 22779"><p>Slydoubt- well, thinking about it, does it really matter how you achieve that end point, so long as the end point is reached. So long as you get the "talky fighter", how you reach that isn't so important.</p><p></p><p>What I could envision is an extremely basic outline for classes. Each class would be a collection of themed abilities, probably mostly combat oriented, similar to what classes have been all the way along. That gives you your basic vehicle for your character in the game.</p><p></p><p>For those who don't care about the talky bits, or want to free-form the talky bits (a la AD&D), that's probably good enough.</p><p></p><p>Layer on another module and you get stronger archetypes. This is where you'd get the "sub classes" (although that's a bit of an older term) where each of the basic archetypes get a layered set of changes to create a more traditional strong archetype class.</p><p></p><p>Or, go to a different module, where the basic chassis is layered with a thematic concept that isn't tied to specific flavor. Thus a "diplomatic fighter" could be virtually any flavor concept from knight or commander or pirate or whatnot, but, will be mechanically fairly similar regardless of the specific concept.</p><p></p><p>Something like that anyway.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5793846, member: 22779"] Slydoubt- well, thinking about it, does it really matter how you achieve that end point, so long as the end point is reached. So long as you get the "talky fighter", how you reach that isn't so important. What I could envision is an extremely basic outline for classes. Each class would be a collection of themed abilities, probably mostly combat oriented, similar to what classes have been all the way along. That gives you your basic vehicle for your character in the game. For those who don't care about the talky bits, or want to free-form the talky bits (a la AD&D), that's probably good enough. Layer on another module and you get stronger archetypes. This is where you'd get the "sub classes" (although that's a bit of an older term) where each of the basic archetypes get a layered set of changes to create a more traditional strong archetype class. Or, go to a different module, where the basic chassis is layered with a thematic concept that isn't tied to specific flavor. Thus a "diplomatic fighter" could be virtually any flavor concept from knight or commander or pirate or whatnot, but, will be mechanically fairly similar regardless of the specific concept. Something like that anyway. [/QUOTE]
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