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General Tabletop Discussion
*Dungeons & Dragons
Here Come The PRESTIGE CLASSES! Plus Rune Magic!
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<blockquote data-quote="JEB" data-source="post: 7682690" data-attributes="member: 10148"><p>Count me down as another who isn't a fan of this. </p><p></p><p>For one, I was looking forward to a Runecaster/Runepriest class or subclass, and a five-level micro-class is far short of what I hoped for. The concept deserves a full class or subclass build, IMHO. (As someone suggested, how about making it a subclass alongside the Artificer and Alchemist?) I'd hate to see other unusual class concepts of that sort get similar treatment, rather than being available under the conventional class rules. (I'm unhappy that some 1E/2E class options and kits were only available as prestige classes in 3E; I'm not eager to see that repeated.)</p><p></p><p>For two, I just don't see why we need prestige classes when we have subclasses and feats and backgrounds, all of which provide ways to recreate the space prestige classes occupied in 3E. Heck, we already have some old prestige classes as subclasses in the core game, and more on the way in the Sword Coast book. Clearly what we have works, so what's the design need? </p><p></p><p>I hear the arguments about "universal subclasses", sure. But I'm having trouble thinking of any concepts of that sort that couldn't work just fine as subclasses, either of existing classes or new classes built as containers (like an artificer super-class). The Rune Scribe is universal now, but it seems to me you could have much the same effect by making it a subclass and multi-classing into it using the current rules. Alternatively, Runes could be represented like they did with the Dragonmarked feat from the Eberron UA, if they really want to make them universal. I'm just not convinced we need prestige classes to do this.</p><p></p><p>For three, with their resources so clearly constrained, I'd rather see any conversions of older material used to expand the character options we have now, rather than being funneled off into optional rulesets that may see limited use. Classes and subclasses and feats still have plenty of room to grow. Which doesn't mean I don't want to see new ideas added to the game - I would just prefer they actually be new standalone ideas, like the mass combat rules or the modern rules.</p></blockquote><p></p>
[QUOTE="JEB, post: 7682690, member: 10148"] Count me down as another who isn't a fan of this. For one, I was looking forward to a Runecaster/Runepriest class or subclass, and a five-level micro-class is far short of what I hoped for. The concept deserves a full class or subclass build, IMHO. (As someone suggested, how about making it a subclass alongside the Artificer and Alchemist?) I'd hate to see other unusual class concepts of that sort get similar treatment, rather than being available under the conventional class rules. (I'm unhappy that some 1E/2E class options and kits were only available as prestige classes in 3E; I'm not eager to see that repeated.) For two, I just don't see why we need prestige classes when we have subclasses and feats and backgrounds, all of which provide ways to recreate the space prestige classes occupied in 3E. Heck, we already have some old prestige classes as subclasses in the core game, and more on the way in the Sword Coast book. Clearly what we have works, so what's the design need? I hear the arguments about "universal subclasses", sure. But I'm having trouble thinking of any concepts of that sort that couldn't work just fine as subclasses, either of existing classes or new classes built as containers (like an artificer super-class). The Rune Scribe is universal now, but it seems to me you could have much the same effect by making it a subclass and multi-classing into it using the current rules. Alternatively, Runes could be represented like they did with the Dragonmarked feat from the Eberron UA, if they really want to make them universal. I'm just not convinced we need prestige classes to do this. For three, with their resources so clearly constrained, I'd rather see any conversions of older material used to expand the character options we have now, rather than being funneled off into optional rulesets that may see limited use. Classes and subclasses and feats still have plenty of room to grow. Which doesn't mean I don't want to see new ideas added to the game - I would just prefer they actually be new standalone ideas, like the mass combat rules or the modern rules. [/QUOTE]
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