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Kobold Press Going Down a Dark Road
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<blockquote data-quote="Ruin Explorer" data-source="post: 8979047" data-attributes="member: 18"><p>I absolutely agree re: compatible. That's basically what 4E did with Essentials and it worked fine. Different names would mean complaints re: classes went down to virtually nothing, IF those old classes were still available to all in 1D&D - trouble is, after a certain point, they will get harder and harder to access and really only the new classes will be there for new groups (esp. if playing digitally on Beyond).</p><p></p><p>That said, the big issue is that these aren't meant to be entirely new classes, because for whatever reason, WotC has decided that they want them to be compatible with the subclasses from 5E - i.e. so you can have a 5E subclass on a 1D&D class. Personally I wouldn't have made that decision, but I see why they did. And it is technically workable with a little bending, folding and occasionally mutilating (really only needed for a couple of classes), but it's not a great solution.</p><p></p><p>Re: different game, I dunno if anyone is saying that - I'm saying it's a different edition, for my money. Maybe that's just because I'm super-old, and these changes are similar to 1E to 2E's changes (indeed some are very similar - like splitting classes into groups. But I think people would still say that, because there are, so far, quite a lot of fundamental rules changes, like in how grappling works, or what spell lists are, or the fairly gigantic change of going from having a mix of "known" and "prep" caster to 100% prep casters. That's bigger than anything 1E to 2E did.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8979047, member: 18"] I absolutely agree re: compatible. That's basically what 4E did with Essentials and it worked fine. Different names would mean complaints re: classes went down to virtually nothing, IF those old classes were still available to all in 1D&D - trouble is, after a certain point, they will get harder and harder to access and really only the new classes will be there for new groups (esp. if playing digitally on Beyond). That said, the big issue is that these aren't meant to be entirely new classes, because for whatever reason, WotC has decided that they want them to be compatible with the subclasses from 5E - i.e. so you can have a 5E subclass on a 1D&D class. Personally I wouldn't have made that decision, but I see why they did. And it is technically workable with a little bending, folding and occasionally mutilating (really only needed for a couple of classes), but it's not a great solution. Re: different game, I dunno if anyone is saying that - I'm saying it's a different edition, for my money. Maybe that's just because I'm super-old, and these changes are similar to 1E to 2E's changes (indeed some are very similar - like splitting classes into groups. But I think people would still say that, because there are, so far, quite a lot of fundamental rules changes, like in how grappling works, or what spell lists are, or the fairly gigantic change of going from having a mix of "known" and "prep" caster to 100% prep casters. That's bigger than anything 1E to 2E did. [/QUOTE]
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