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How many core classes can we expected in 4th ed?
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<blockquote data-quote="jmucchiello" data-source="post: 2918237" data-attributes="member: 813"><p>I would guess 10 or 11 as is traditional with 1e, 2e, and 3e. Classes aren't a sacred cow in D&D. They are D&D. If class-based role-playing wasn't the best design for indoctrinating noobs, then some other RPG would have taken the reigns from D&D years ago. Class-based is easiest to teach and easiest to grok. Point based systems like HERO or GURPS require that you know the system in order to figure what is feasible at the starting power level. Knowing this requires experience with gaming as well experience with the system. It's just not noob-friendly.</p><p></p><p>You provide a managable list of classes to jumpstart character creation. Then provide rules for additional classes for the hardcore players. But the core book should provide enough variety to seem "boundless" to the noob without actually being so numerous as to create indecision.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 2918237, member: 813"] I would guess 10 or 11 as is traditional with 1e, 2e, and 3e. Classes aren't a sacred cow in D&D. They are D&D. If class-based role-playing wasn't the best design for indoctrinating noobs, then some other RPG would have taken the reigns from D&D years ago. Class-based is easiest to teach and easiest to grok. Point based systems like HERO or GURPS require that you know the system in order to figure what is feasible at the starting power level. Knowing this requires experience with gaming as well experience with the system. It's just not noob-friendly. You provide a managable list of classes to jumpstart character creation. Then provide rules for additional classes for the hardcore players. But the core book should provide enough variety to seem "boundless" to the noob without actually being so numerous as to create indecision. [/QUOTE]
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How many core classes can we expected in 4th ed?
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