Elemental Hero' Handbook

I'd much rather there be more classes than more versions of the same class.

Now, after each announced power source has 4-6 true classes, I would certainly find it reasonable to rest on that for awhile and just focus on builds. Ultimately, though, so long as they avoid game-breaking things (which 4E's design is good for avoiding), and so long as they don't just leave lots of unsupported classes and builds lying around, more is fine.

Of course, adding more niche classes would probably mean there would be lots of unsupported classes and builds lying around. It's possible to support all builds of a single class at once (with generic feats, utilities powers, paragon paths, etc). If the new class is a seeker or runepriest situation, then it's waiting until an "appropriate" time to further support an elemental class ... if it was a third "type" of cleric on the other hand (templar, warpriest and elemental priest, for example) then it would be easier to support, while supporting other classes, indirectly, etc. Unless the class is radically different (like a vampire) they can probably find something it is functionally close enough to where it can share some of the same stuff with (paragon paths, feats, dailies, utilities, etc). Considering they seem to not want to make feats for classes/races anymore (at least not in books), unless they are reprinted existing stuff, having a new 'class' actually be a build for an old class at least means you have some paragon path/feat support already.
 

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4th edition has at least 5 more years of new material to produce before WotC can release 5th edition without enraging their audience. That's plenty of time to produce four full builds and two dozen feats for 40 or so full-fledged classes.
 

4th edition has at least 5 more years of new material to produce before WotC can release 5th edition without enraging their audience. That's plenty of time to produce four full builds and two dozen feats for 40 or so full-fledged classes.
4e was released in 2008. While D&D has historically gone about a decade between editions (unless you count 3.5 as a full edition), it's somewhat unusual in doing that (no edition of the Star Wars RPG ever lasted more than 5 years, for example). I wouldn't be at all surprised to see 5e at any point starting 2013.

As for the nominal topic of this thread, though - I'll only say that I'd really like to see an elemental-binding artificer build, and as long as Eberron is supported, doing an Elemental book without including a stereotypical Eberron artificer is doing it wrong.
 

Walking Dad said:
Sha'ir on the other hand send their min-djinni to the planes to retrieve their daily magic. I could see them having him/her/it around and using their powers through it.

I could see that, actually. Genies are largely indistinguishable in story material from "spirits" anyway. In D&D legacy, they ain't the same thing at all, but not a bad speculation!

Still, "pact with extraplanar entities" SCREAMS Warlock. There's some overlap with the shaman's spirits, though those are supposed to be of THIS plane. Though, the old Sha'ir's schtick was basically that it could poach some abilities from other classes (a few cleric spells, forex), and I don't see 4e being very faithful about recreating that, so maybe the new Sha'ir would be more comfortable as a subclass Leader rather than a subclass Striker (Gods and Genies know we have enough friggin' strikers around).

Incenjucar said:
I'd much rather there be more classes than more versions of the same class.

Now, after each announced power source has 4-6 true classes, I would certainly find it reasonable to rest on that for awhile and just focus on builds. Ultimately, though, so long as they avoid game-breaking things (which 4E's design is good for avoiding), and so long as they don't just leave lots of unsupported classes and builds lying around, more is fine.

I would definately far prefer we kept getting new classes instead of just constantly adding new spells like in 2E. Anyone else remember the Spell Compendiums?

Ye gods, why? At least in 4e, a class is not a complete character concept. You need "support" for it. Builds. Powers. Feats. Races. Items. All of those things become narrowly applicable, and apply quickly to a vanishingly small percentage of players, while dictating word count for support that could be better spent on GENERAL abilities.

It's kind of the same problem with giving campaign settings a lot of detail. You publish Planescape, and a lot of people use it. You publish a boxed set on the Planes of Law, fewer people use it. You published a book about a particular town on a particular layer of Celestia, and even fewer people use it.

In the same way, D&D Players > Leader Players > Runepriest Players > Runepriest players who would use a "Rune of Awesome" feat.

The space spent on that feat becomes wasted space for 99% of D&D players. The space spent on detailing any small, specific element of the game is a space that is rather ill-used (at least in published books -- DDI has slightly different economics in that they could take a "Quantity over Quality" approach). This might be why the "race/class specific" feats are being overlooked -- there is a vanishingly small number of, say, shifter clerics in the world.

Asking for more classes is asking for less support for not only those classes, but also the old classes.

"More spells" is a pretty great approach, as long as several classes can use those "spells." Builds (or subclasses) are great because they can use many powers, many feats, many races, many items, and many mechanics of the parent class. Themes are even better because it's open to anyone who wants it.
 

By spells I meant SPELLS, not powers. The wizard and mage don't share with anyone else.

I don't really see the big worry about more classes. 100 might be a bit much, sure, but 40 over 8 years is cake.

Now, the idea of focusing on general feats? Yeah, I'm cool with that. But there is a limit to how much you can do with them. And, again, they have to produce material for about 5 more years, because they have to make money, so I personally would rather them not spend the next five years creating thousands of wizard spells.
 

By spells I meant SPELLS, not powers. The wizard and mage don't share with anyone else.

Well, that's even narrower than class. Runepriests > Runepriests who choose "Rune of Derp" power. That's no fun.

I don't really see the big worry about more classes. 100 might be a bit much, sure, but 40 over 8 years is cake.

"Big Worry" is inaccurate.

It's just kind of a bad idea in general.

If you want to create rules elements that will see use in peoples' games (which is mostly what you'd want to do), you want to aim as broad as you can for that given rules element. Classes in 4e are narrow little things that eat up tens of pages of space and leave an unfinished edge even after publication (begging for "support").

Now, the idea of focusing on general feats? Yeah, I'm cool with that. But there is a limit to how much you can do with them. And, again, they have to produce material for about 5 more years, because they have to make money, so I personally would rather them not spend the next five years creating thousands of wizard spells.

Well, they won't, and no one was suggesting they should, so we can stop being scared of the bogeyman because he doesn't exist.

All I'm sayin' is "Classes seem way to narrow to concern your page count with most of the time. Use them when appropriate, but only when appropriate."

Builds are also pretty narrow, but at least any member of a class could benefit from the build (Fighters > Any Particular Fighter Build). Themes, feats, PPs, EDs...that's where the pie is, IMO.
 

I don't think you understood my point.

Supporting existing classes with redundant material is, to me, less useful and interesting than creating new classes, which I may find more interesting than current ones. I have little to no interest in wizards, so their absurd amount of material is a waste of space for me.

"Bad idea" is entirely subjective. I think that too much broad material will just result in material that nobody particularly cares about. Certainly I don't support book space being wasted on "eladrin wizards with orb specialization and a trick knee," but say two feats per build, and four general feats per class, and then all the broad stuff that is actually interesting enough to bother with should be fine.

Classes in 4E being narrow just means there's need of more of them to fill all the idea holes, so I don't see how that helps your assertion. I'm not saying they should make classes just for the sake of making classes, but I see a significant number of holes that they could best fill with classes.

Builds are part of a class. More classes produces more room for builds that would strain class ideas. There are plenty of class ideas left to explore.
 

I don't think you understood my point.

Supporting existing classes with redundant material is, to me, less useful and interesting than creating new classes, which I may find more interesting than current ones. I have little to no interest in wizards, so their absurd amount of material is a waste of space for me.

"Bad idea" is entirely subjective. I think that too much broad material will just result in material that nobody particularly cares about. Certainly I don't support book space being wasted on "eladrin wizards with orb specialization and a trick knee," but say two feats per build, and four general feats per class, and then all the broad stuff that is actually interesting enough to bother with should be fine.

Classes in 4E being narrow just means there's need of more of them to fill all the idea holes, so I don't see how that helps your assertion. I'm not saying they should make classes just for the sake of making classes, but I see a significant number of holes that they could best fill with classes.

Builds are part of a class. More classes produces more room for builds that would strain class ideas. There are plenty of class ideas left to explore.

The problem is that classes (pretty much definitionaly in 4e) don't share lists of powers. There are so incredibly ludicrously many more powers in existence in 4e already than their need to be it is just not even funny. For every concept of a power there are 42 implementations. The LAST thing I'm really interested in is spending my money on books full of more classes with more redundant powers.

A subclass can reuse the mass of existing powers quite easily and even repurpose many of them simply by slightly different class features and whatnot.

I don't think there's an absolute good and bad, but when you have OVER 8 THOUSAND powers listed in the Compendium that's a sign to me that we probably don't need too many more. I mean there were what, maybe 300 spells total in 1e between 4 different spell lists?

Frankly I think if there IS a 5e at some point, the last thing you'll see is dozens of classes with different lists of powers. I think you'll have basically something like 8 or 10 classes, tops and that will be just about right.
 

Incenjucar said:
Supporting existing classes with redundant material is, to me, less useful and interesting than creating new classes, which I may find more interesting than current ones. I have little to no interest in wizards, so their absurd amount of material is a waste of space for me.

Fair enough. Someone who doesn't like Fighters could probably argue the same thing.

But "new classes" don't necessarily solve that problem. You might find them more interesting, but you also might not. The same is true for every D&D player.

And if you DON'T find them more interesting, that's much more space spent on something that isn't useful for you (10 pages of powers, 2 pages of builds, 2 pages of feats, 3 pages of PPs, 2 pages of EDs, 3 pages of racial mateiral...) than it would be on a new Wizard build that isn't useful to you (roughly 1-5 pages, depending on how complicated/essentialized the build is).

And those people who DO find the new class more interesting still are left without "support," since making a new build, a handful of feats, a PP, ED, etc., eats up even more space in future documents.

And then you find their additional material also useless when WotC caves and produces stuff for them (which is almost inevitably how I'll feel when the Runepriest or Seeker gets more support. ;)).

Meanwhile, with a build, WotC has shown their willingness to branch out of the narrow concept of class mechanically, making things that might even interest folks who aren't a fan of the original class. Hexblade warlocks are quite different mechanically from classic warlocks. The Slayer is quite different from the Weaponmaster. The Essentials Hunter is half a power source and a role apart from the original ranger. Mages and Implementeers have some more subtle differences in theme. The classes are conceptually similar (warlocks still make pacts, fighters still are melee champs, rangers are still wilderness folk), so if that's your problem, then I suppose the build won't help, but if it doesn't, that's at least a lot less word count spent on a build you won't use than on a class that you won't use.

"Bad idea" is entirely subjective.

Entirely? Man, I think we'll find some broad agreement that, say, sticking a fork in a toaster is a "bad idea." It's a softer science, though, I admit. ;)

In this case, "bad idea" means that I think WotC stands to loose a lot more than they would gain in the publication of most new classes at this point in the game. There's certainly still a role for new classes, and space for them, but at this point I think any new class needs to pass a much more rigorous approval process than the Psionic classes did, let alone the Seeker and the Runepriest. It needs to be shown that the concept you are trying to model needs to be a class. There still are things that fall into that place (the Vampire is an example of a new class that probably couldn't be done with a broader mechanic...and look at how many people are saying it needs more support!), but a case needs to be made for it.

Certainly I don't support book space being wasted on "eladrin wizards with orb specialization and a trick knee," but say two feats per build, and four general feats per class, and then all the broad stuff that is actually interesting enough to bother with should be fine.

"All the broad stuff" includes page upon page of powers that no other character in the game can access, items that enhance specific class features, races that support the class's ability score spread, PPs and EDs designed with the class in mind....

"Support." At the end of the day, that's a whole lot of space that isn't being used for anyone other than the few people who play that class.

Classes in 4E being narrow just means there's need of more of them to fill all the idea holes, so I don't see how that helps your assertion. I'm not saying they should make classes just for the sake of making classes, but I see a significant number of holes that they could best fill with classes.

My assertion is that, in general, new classes have a low usefulness:page count ratio, and this makes publishing new ones a bad idea unless it is carefully vetted.

So if the class is narrow, then it confirms that it uses up a lot of pages to do nothing for the vast majority of players. This is kind of a problem, since it means that all the pages spent introducing this new class are wasted on the vast majority of readers.

If the holes even need to be filled, and they can't be filled well with variations on existing classes, perhaps a new class would be useful. But I really don't see holes that need to be filled. I also see "new classes" that should be variations on existing classes.

Builds are part of a class. More classes produces more room for builds that would strain class ideas. There are plenty of class ideas left to explore.

Sure. My position was never an extremist version of the least amount of classes conceivable. But for each of those class ideas, there should be a question: "Does it really need to be its own class?" Does it really need 4 builds, some feats, PPs, EDs, racial support, and 400 or so powers? Or can it be successfully modeled with a tweak to an existing class? Like, a different set of basic abilities a la the Slayer or the eHunter? How different from a Fighter, or a Cleric, or a Wizard, or a Rogue is it, really?

AbdulAlhazred said:
Frankly I think if there IS a 5e at some point, the last thing you'll see is dozens of classes with different lists of powers. I think you'll have basically something like 8 or 10 classes, tops and that will be just about right.

Personally, what I think would be kind of interesting, is one class per power source, with a "subclass" that defines role and specific mechanics.

Wizards, Warlocks, Sorcerers, Swordmages, Artificers....all share one "Arcane Class" list of powers. But Wizards gain (say) Metamagic abilities, and Warlocks gain Pact abilities, and Sorcerers gain blood abilities, and Swordmages gain defensive abilities, and Artificers gain enhancement abilities that relate to that list of powers.

Or think of Fighters, Rogues, Rangers, Warlords, etc. with one "Martial Class" list powers. Fighters can mark after an attack. Rogues gain Sneak Attack when they have CA. Rangers can use two attacks in one round. Warlords grant HP with their attacks. Etc.

Not saying this is what should happen, just that it would help cut down on the piles and piles of redundant powers, and it would help address the "Why do I need to be a Fighter to Disarm?!" issue. If Disarm is a Level 2 Martial Power, then anyone who is trained in a martial class (those who are skilled warriors by definition) could pick it up. If you're not a skilled warrior (if you're learning magic or praying to a god), you won't get it, which makes a certain amount of sense: only trained warriors can do it effectively.
 
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There's a very confusing version of "new classes" being used here. The seeker and runepriest are not the only new classes in the game. There is no lack of people playing invokers, for example. Yes, new classes should be sufficiently distinct to justify themselves. The psionic classes are actually quite fine, they just didn't talk the fluff up in an effective enough manner.

The number of powers or classes or feats or anything else in the compendium doesn't mean anything other than that people have been doing a lot of writing. If the game ended up with 1,000,000 choices, hey, AWESOME. Just so long as those choices aren't 95% garbage, and there's an easy and effective way to find the power you really want.

Generic classes would certainly be interesting, but that's unlikely to be how D&D ever works due to its legacy, so I don't find it a hugely productive area of conversation.
 
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