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<blockquote data-quote="Neonchameleon" data-source="post: 7653021" data-attributes="member: 87792"><p>That was a vast improvement on the last one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Looking at that character pathway I might want to play it for a few sessions, depending on the DM and pitch. But there's still plenty of room for improvement even at a fundamental level. Notably:</p><p></p><p>I'm still unhappy with very little player choice in levelling up - and looking at how you say multiclassing works, anyone who found 4e classes too samey is probably going to have at least as much problem with that class structure - and some of us who liked the 4e class structure are going to have significant problems. If you can multiclass the way you say without cherry picking being ridiculously easy and effective, you're basically back into the realms of point buy rather than class based with multiple pools for points (see WoD for an illustration).</p><p></p><p>And asboth DM and player I don't <em>want</em> the default assumption to be that the DM creates the classes for multiple reasons. Firstly that I want to be able to play the game out of the box and don't want the faff. It's overhead I don't need, and I'm very much an improv DM - and believe in general that lowering the barriers to entry for DMs is a good thing in general. Secondly as a player I seldom like playing a pregen (and that's ultimately what these optionless classes amount to in my eyes - pregens). It's my character - for the DM to cross that line is for them to cross into storytelling rather than DMing territory. Thirdly as a DM I want to see what the players come up with. I want to give them guidelines as to the world, then I want them to add their own richness to it. I certainly won't have fleshed out every nook and corner. Worlds are complicated, chaotic, and confusing, and more heads working on them makes them feel more alive.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7653021, member: 87792"] That was a vast improvement on the last one :) Looking at that character pathway I might want to play it for a few sessions, depending on the DM and pitch. But there's still plenty of room for improvement even at a fundamental level. Notably: I'm still unhappy with very little player choice in levelling up - and looking at how you say multiclassing works, anyone who found 4e classes too samey is probably going to have at least as much problem with that class structure - and some of us who liked the 4e class structure are going to have significant problems. If you can multiclass the way you say without cherry picking being ridiculously easy and effective, you're basically back into the realms of point buy rather than class based with multiple pools for points (see WoD for an illustration). And asboth DM and player I don't [I]want[/I] the default assumption to be that the DM creates the classes for multiple reasons. Firstly that I want to be able to play the game out of the box and don't want the faff. It's overhead I don't need, and I'm very much an improv DM - and believe in general that lowering the barriers to entry for DMs is a good thing in general. Secondly as a player I seldom like playing a pregen (and that's ultimately what these optionless classes amount to in my eyes - pregens). It's my character - for the DM to cross that line is for them to cross into storytelling rather than DMing territory. Thirdly as a DM I want to see what the players come up with. I want to give them guidelines as to the world, then I want them to add their own richness to it. I certainly won't have fleshed out every nook and corner. Worlds are complicated, chaotic, and confusing, and more heads working on them makes them feel more alive. [/QUOTE]
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