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General Tabletop Discussion
*Dungeons & Dragons
Essential Classes: A Thought Experiment
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<blockquote data-quote="Gadget" data-source="post: 7472159" data-attributes="member: 23716"><p>To me, it is multi-classing that is the hack on top of a class based system that is more of a sore thumb; its trying to have your cake and eat it too. As a class based system, D&D has always been an package of abilities that grows with your character, almost the antithesis of point-buy, cost based build system. I don't think ala carte multiclass offers a satisfying resolution to this issue. Now 5e does have the issue of a lot of overlap between different archetype than ever before, as the classes listed above are all variations of a Gish-type concept. However, I would argue that the Paladin &--to a lesser extent--the Ranger, benefit greatly from having their own spell list and abilities tailored to their archetype and concept. </p><p></p><p></p><p></p><p>I would not categorize bargaining/selling your soul as "service or devotion", but IMHO the warlock has more overlap with the Sorcerer that hinders the concept of both classes.</p><p></p><p></p><p></p><p></p><p>A really can't see it. Monks are traditionally contemplative, wisdom focused classes that have a very different flavor and story than a traditional fantasy 'Barbarian'. If anything, a barbarian can be a fighter sub-class/background.</p><p></p><p>Most of the rest of these fall into a classic reductionist argument that could be reduced to one "Hero" class and NPCs. It is a spectrum that can be taken too far in either direction for most people. You can't have a (sub)class for every little thing under the sun, yet you also can't boil everything down to a couple of classes the 'cover' everything in a generic, flavorless way either. I find it interesting that 5e tries to temper this by having classes with sub-classes to cover (minor?) variations around the class, yet as evidenced by the Hexblade/blade'lock issue, the sub-classes can only do so much and sometimes you need more.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7472159, member: 23716"] To me, it is multi-classing that is the hack on top of a class based system that is more of a sore thumb; its trying to have your cake and eat it too. As a class based system, D&D has always been an package of abilities that grows with your character, almost the antithesis of point-buy, cost based build system. I don't think ala carte multiclass offers a satisfying resolution to this issue. Now 5e does have the issue of a lot of overlap between different archetype than ever before, as the classes listed above are all variations of a Gish-type concept. However, I would argue that the Paladin &--to a lesser extent--the Ranger, benefit greatly from having their own spell list and abilities tailored to their archetype and concept. I would not categorize bargaining/selling your soul as "service or devotion", but IMHO the warlock has more overlap with the Sorcerer that hinders the concept of both classes. A really can't see it. Monks are traditionally contemplative, wisdom focused classes that have a very different flavor and story than a traditional fantasy 'Barbarian'. If anything, a barbarian can be a fighter sub-class/background. Most of the rest of these fall into a classic reductionist argument that could be reduced to one "Hero" class and NPCs. It is a spectrum that can be taken too far in either direction for most people. You can't have a (sub)class for every little thing under the sun, yet you also can't boil everything down to a couple of classes the 'cover' everything in a generic, flavorless way either. I find it interesting that 5e tries to temper this by having classes with sub-classes to cover (minor?) variations around the class, yet as evidenced by the Hexblade/blade'lock issue, the sub-classes can only do so much and sometimes you need more. [/QUOTE]
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Essential Classes: A Thought Experiment
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