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Community
General Tabletop Discussion
*Dungeons & Dragons
How many classess/subclasses is too much?
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<blockquote data-quote="TwoSix" data-source="post: 7837539" data-attributes="member: 205"><p>I probably don't see it as much as a burden because I'm usually trying to give the players greater awareness of options that I've allowed via homebrew material, rather than restricting material for thematic considerations. (Since I allow and encourage liberal reskinning, restricting class/subclass material for thematic reasons doesn't make sense in my games.) </p><p></p><p>So constructing a spreadsheet is really just downloading a file from Reddit and then manually typing in my homebrew material, which takes a couple minutes. </p><p></p><p>Honestly, it's more for my own reference than the players. We usually build concept first, and I'll suggest options which we might fit their concept better. For example, in a recent game, I had a player who was describing their cleric concept, and I said "You know, that sounds a lot like a 3.5 binder." And they replied "That's actually what I was basing the concept on, I loved that class!" So I was able to reply "You know, I have a 5e conversion of the 3.5 binder that's actually really solid and pretty balanced, would you like to take a look?" and now the player has a PC that they're super excited about (and roleplaying the hell out of!)</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7837539, member: 205"] I probably don't see it as much as a burden because I'm usually trying to give the players greater awareness of options that I've allowed via homebrew material, rather than restricting material for thematic considerations. (Since I allow and encourage liberal reskinning, restricting class/subclass material for thematic reasons doesn't make sense in my games.) So constructing a spreadsheet is really just downloading a file from Reddit and then manually typing in my homebrew material, which takes a couple minutes. Honestly, it's more for my own reference than the players. We usually build concept first, and I'll suggest options which we might fit their concept better. For example, in a recent game, I had a player who was describing their cleric concept, and I said "You know, that sounds a lot like a 3.5 binder." And they replied "That's actually what I was basing the concept on, I loved that class!" So I was able to reply "You know, I have a 5e conversion of the 3.5 binder that's actually really solid and pretty balanced, would you like to take a look?" and now the player has a PC that they're super excited about (and roleplaying the hell out of!) [/QUOTE]
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Community
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How many classess/subclasses is too much?
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