How many core classes can we expected in 4th ed?

RangerWickett said:
If we had a point-based system for 3e, WotC could not sell books like Complete Warrior or Races of ..., because all the material could be fairly easily cloned from a core book. So 4e will not have point buy. It will have classes.
I think Steve Jackson would like to have a word with you...
 

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Personally, the ideal way to go (and continue the "plug and play" trend with 3.5, I think they'd do well going with the ala cart route. Building a character piece by piece based on what the player once instead of being forced into a certain niche. Then, have a bunch of "classic" classes available as examples. I'd like it, that's for sure...
 


Like Cam and others, I'm really hoping the d20M approach is taken: a few cores, and more, specialised Advanced Classes. I can't think of a class system I like better.
 

blargney the second said:
I don't see it that way.

When I take a lesson, I'm paying to learn something that I don't already know. When I buy an RPG, I'm paying to get a system that I don't already have. If I were to buy a 4th edition of D&D, I would be happy to give Wizards money for something new. Teach me something different!

I understand what you're saying. I absolutely love to try new game systems.

The thing is, that's what the world beyond D&D is for. D&D really is the baseline, the easy-play game. Classes help to make that possible.

The "schtick" of D&D is that any schlub can sit down at the table and create a basic character in ten minutes. Granted, with all the expansion material, you can complicate things to the point of making heads explode. But, when you get down to it, you can introduce your girlfriend (to pick an example) to D&D and have her up and running, with a 1st level character of almost any class in about as much time as it takes to learn a typical high-end (Godstorm, Settlers of Catan, etc.) board game. I know, because I've introduced a lot of people to gaming.

If you look at Hero (chosen because I pulled out my 5th Ed book this weekend), you can build a character for someone and kinda get them up and running in about that length of time, but they're gonna be a bit lost as to why they're rolling the dice they need to roll, etc. And that's for a fighter-type character. Heaven help you if they want to be a wizard.

Something else I've noticed about D&D is that the structure really does make it like riding a bike. I took a seven or eight year hiatus from D&D, in the 90s, and went off to play WoD and Hero (among other games). I'd even sold most of my books. In 1999, I had a chance to join a 2E game, in process. I didn't have any problem cracking open the PHB, creating a wizard of the appropriate level and being an active, constructive participant in the first session. Looking at Hero, this weekend, I can safely say that I don't retain that sort of memory of the system after only a five year break since my last game.

D&D is not, and should not be, the avante-gard game system. It has a different niche, which it fills well.
 

Several People said:
Various comments about promoting large numbers of classes.

Alternately: virtually unlimited feats, abilities, spells, etc. ... Elements that, when combined, lead to "tens of thousands of potential character combinations!" A much bigger number than 44 core classes, no?
 

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