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<blockquote data-quote="DND_Reborn" data-source="post: 7957555" data-attributes="member: 6987520"><p>[USER=467]@Reynard[/USER] , [USER=61277]@Mepher[/USER]:</p><p></p><p>One last suggestion I am going to make for now about making 5E feel more like AD&D, it is a <em>BIG</em> one, not likely desired by most 5E players:</p><p></p><p>Remove Subclasses.</p><p></p><p>There, I said it. Can't take it back.</p><p></p><p>If you look at the core classes, which subclass features added, and compare their abilities to AD&D classes, you will see you are much closer. Subclasses blur lines: Fighter and Rogues with magic, Barbarians summoning spirits, etc. and that makes classes feel less unique IMO.</p><p></p><p>Now, I have suggested this before (many moons ago when I was first learning 5E), and people rebelled because they want something that makes their character "special" and different. My answer to them and I still hold true to it: ROLE-PLAY.</p><p></p><p>Why do you <em>need</em> a mechanical difference or a strange feature to make your character out to what you want it to be? For myself, anyway, it was never a problem to just <em>play</em> my character differently--and that made them different.</p><p></p><p>To me, subclasses and the features they grant are basically like HP bloat--simply unnecessary.</p><p></p><p>Now, to balance things a bit. Offer proficiencies maybe instead. Want to be an Assassin, then at 3rd level take proficiency in the poisoner's kit. Want your Ranger to have a beast companion? Take Animal Handling and role-play it with your DM! Make an adventure out of capturing and/or befriending the animal, and training it.</p><p></p><p>However you do it, I am sure there is a better, less "power"-influencing way.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7957555, member: 6987520"] [USER=467]@Reynard[/USER] , [USER=61277]@Mepher[/USER]: One last suggestion I am going to make for now about making 5E feel more like AD&D, it is a [I]BIG[/I] one, not likely desired by most 5E players: Remove Subclasses. There, I said it. Can't take it back. If you look at the core classes, which subclass features added, and compare their abilities to AD&D classes, you will see you are much closer. Subclasses blur lines: Fighter and Rogues with magic, Barbarians summoning spirits, etc. and that makes classes feel less unique IMO. Now, I have suggested this before (many moons ago when I was first learning 5E), and people rebelled because they want something that makes their character "special" and different. My answer to them and I still hold true to it: ROLE-PLAY. Why do you [I]need[/I] a mechanical difference or a strange feature to make your character out to what you want it to be? For myself, anyway, it was never a problem to just [I]play[/I] my character differently--and that made them different. To me, subclasses and the features they grant are basically like HP bloat--simply unnecessary. Now, to balance things a bit. Offer proficiencies maybe instead. Want to be an Assassin, then at 3rd level take proficiency in the poisoner's kit. Want your Ranger to have a beast companion? Take Animal Handling and role-play it with your DM! Make an adventure out of capturing and/or befriending the animal, and training it. However you do it, I am sure there is a better, less "power"-influencing way. [/QUOTE]
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