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Here's something that (to my knowledge) hasn't been brought up. About homebrew and classes.
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<blockquote data-quote="Pvt. Winslow" data-source="post: 6517600" data-attributes="member: 6779864"><p>In the spirit of keeping the class/subclass system uniform, I would suggest making new classes. As it is, players can pour over the book looking at classes for a general idea of function, then look at subclass for a package of unique abilities. We know that all characters of the same class have the exact same abilities (or potential for abilities), but each subclass is different. If you add a subclass, but then state in the subclass that it changes out certain things from the parent class, now we have to start reading each and every subclass for a class to see if anything else has changed.</p><p></p><p>If you make it a new class, then it holds to the previous formula. Players read the class, check the core abilities, then see what packages the subclasses offer. They don't have to try and figure out all the minutiae of each subclass and how it changes the base class, every time they go to roll up a new character. </p><p></p><p>I guess I just picture all of your changes in the same book as the PHB, with your subclasses listed below the WotC ones. Now when I read Wizard, I know what the Wizard base abilities are, then I want to see what the subclasses add. If one of your subclasses actually states that it replaces Arcane Recovery with something, now I have to read each subclass and figure out how it <em>changes</em> the class, now how it adds to it. </p><p></p><p>Character creation in 5E is streamlined and relatively quick compared to a lot of other games out there. Too much added complexity in choice of subclass might change that. (Pathfinder Archetypes are the best example of this. Have you tried to make a level 10 character from scratch that combines two archetypes? It can be a nightmare.)</p></blockquote><p></p>
[QUOTE="Pvt. Winslow, post: 6517600, member: 6779864"] In the spirit of keeping the class/subclass system uniform, I would suggest making new classes. As it is, players can pour over the book looking at classes for a general idea of function, then look at subclass for a package of unique abilities. We know that all characters of the same class have the exact same abilities (or potential for abilities), but each subclass is different. If you add a subclass, but then state in the subclass that it changes out certain things from the parent class, now we have to start reading each and every subclass for a class to see if anything else has changed. If you make it a new class, then it holds to the previous formula. Players read the class, check the core abilities, then see what packages the subclasses offer. They don't have to try and figure out all the minutiae of each subclass and how it changes the base class, every time they go to roll up a new character. I guess I just picture all of your changes in the same book as the PHB, with your subclasses listed below the WotC ones. Now when I read Wizard, I know what the Wizard base abilities are, then I want to see what the subclasses add. If one of your subclasses actually states that it replaces Arcane Recovery with something, now I have to read each subclass and figure out how it [I]changes[/I] the class, now how it adds to it. Character creation in 5E is streamlined and relatively quick compared to a lot of other games out there. Too much added complexity in choice of subclass might change that. (Pathfinder Archetypes are the best example of this. Have you tried to make a level 10 character from scratch that combines two archetypes? It can be a nightmare.) [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Here's something that (to my knowledge) hasn't been brought up. About homebrew and classes.
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