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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials classes - eaiser to play... at reduced tactical complexity?
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<blockquote data-quote="Redbadge" data-source="post: 5583691" data-attributes="member: 61463"><p>That's what I was saying though; these aren't house rules or subjective interpretations.</p><p> </p><p>Sneak of Shadows (PHB1) explicitly gives you multiclassing in the thief's class and gives you flavorful benefits that the thief possesses that other classes are not otherwise able to get.</p><p> </p><p>Similarly, Arcane Initiatie (PHB1) gives you multiclassing in the class shared by the mage and the arcanist and allows other classes to benefit from some mage abilities.</p><p> </p><p>I think if you look at it from my perspective, it might make you a little bit happier about the advent of subclasses. Originally, we had race, class, build, PP, and ED. You also had the option of MC and paragon MC. WOTC then added backgrounds, then hybrids, then themes. Now, we also have another layer in subclasses. Post-essentials 4e material has added another flavorful and interesting layer of complexity with these subclasses. That's right, 4th edition is now more complex than it was before with the advent of essentials. You have many more options than you had before, and those options will continue to increase. Right now there aren't many feats or other game elements that have the prerequisite: Weaponmaster, or Slayer, or Knight. But there will be. In the mean time, subclasses allow WOTC to offer options that are different take on the over-all fighter, or wizard, or rogue archetype, while still allowing these new character options to still tap into the already existing exstensive pool of fighter/wizard/rogue feats, items, powers, paragon paths, and more.</p><p> </p><p>Simultaneously, essentials classes <em>can</em> offer new players an easier entry into the system, while also allowing existing players to use system mastery or just plain interest to to do alot with these new character choices. Both when building and in play (while also being flavorful, tactically varied, complex, and interesting, and just as effecient and optimizable as any other classes in 4e), as I hope I've demonstrated with my previous posts.</p></blockquote><p></p>
[QUOTE="Redbadge, post: 5583691, member: 61463"] That's what I was saying though; these aren't house rules or subjective interpretations. Sneak of Shadows (PHB1) explicitly gives you multiclassing in the thief's class and gives you flavorful benefits that the thief possesses that other classes are not otherwise able to get. Similarly, Arcane Initiatie (PHB1) gives you multiclassing in the class shared by the mage and the arcanist and allows other classes to benefit from some mage abilities. I think if you look at it from my perspective, it might make you a little bit happier about the advent of subclasses. Originally, we had race, class, build, PP, and ED. You also had the option of MC and paragon MC. WOTC then added backgrounds, then hybrids, then themes. Now, we also have another layer in subclasses. Post-essentials 4e material has added another flavorful and interesting layer of complexity with these subclasses. That's right, 4th edition is now more complex than it was before with the advent of essentials. You have many more options than you had before, and those options will continue to increase. Right now there aren't many feats or other game elements that have the prerequisite: Weaponmaster, or Slayer, or Knight. But there will be. In the mean time, subclasses allow WOTC to offer options that are different take on the over-all fighter, or wizard, or rogue archetype, while still allowing these new character options to still tap into the already existing exstensive pool of fighter/wizard/rogue feats, items, powers, paragon paths, and more. Simultaneously, essentials classes [I]can[/I] offer new players an easier entry into the system, while also allowing existing players to use system mastery or just plain interest to to do alot with these new character choices. Both when building and in play (while also being flavorful, tactically varied, complex, and interesting, and just as effecient and optimizable as any other classes in 4e), as I hope I've demonstrated with my previous posts. [/QUOTE]
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