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General Tabletop Discussion
*Dungeons & Dragons
L&L: Subclasses
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<blockquote data-quote="Ratskinner" data-source="post: 6125954" data-attributes="member: 6688937"><p>I must say I find myself conflicted, but generally in agreement that this quickly gets silly. We are starting to get wayy too many fiddly bits and paths to fiddly bits flying around. The way I see it, if we have sub-classes, we don't need feats/specialities anymore. Race & subrace, Background, Class & subclass...That's already 5 character customization choices at creation and we haven't even touched ability scores, spells, equipment, sub-sub-choices or purely fluff things like hair color. Given that they seem to want to keep serial multiclassing...I'd say let that handle all the rest of the weirdness. Attaching fluffy names to hard mechanical bits is a recipe for trouble. I'd like to see the mechanical choices with names as "sterile" as possible to avoid the silliness mentioned. </p><p></p><p>Personally, it seems to me that most of the "fluffy" things are most closely related to background, and so should stay there as much as possible. "Background" can expand into "History" as a character progresses in fluffiness. I don't see that this requires a whole bunch of fiddliness or mechanical definition. Which is good, because then you can redefine them more easily for your world. If Sea Elves are your world's gladiators...great! Write Gladiator in your background and take whatever bonuses to skills and interactions that comes with it in your world. Does that mean he's also spiffy with a net & trident? Maybe. If so, take the "Weapon Specialist" Fighter subclass designating trident and shield. If you want to be a Wizard...it doesn't seem unreasonable to suggest that a DM seeing a Gladiator Wizard would allow the character to use net & trident without penalty. (Or whatever makes sense in that world.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6125954, member: 6688937"] I must say I find myself conflicted, but generally in agreement that this quickly gets silly. We are starting to get wayy too many fiddly bits and paths to fiddly bits flying around. The way I see it, if we have sub-classes, we don't need feats/specialities anymore. Race & subrace, Background, Class & subclass...That's already 5 character customization choices at creation and we haven't even touched ability scores, spells, equipment, sub-sub-choices or purely fluff things like hair color. Given that they seem to want to keep serial multiclassing...I'd say let that handle all the rest of the weirdness. Attaching fluffy names to hard mechanical bits is a recipe for trouble. I'd like to see the mechanical choices with names as "sterile" as possible to avoid the silliness mentioned. Personally, it seems to me that most of the "fluffy" things are most closely related to background, and so should stay there as much as possible. "Background" can expand into "History" as a character progresses in fluffiness. I don't see that this requires a whole bunch of fiddliness or mechanical definition. Which is good, because then you can redefine them more easily for your world. If Sea Elves are your world's gladiators...great! Write Gladiator in your background and take whatever bonuses to skills and interactions that comes with it in your world. Does that mean he's also spiffy with a net & trident? Maybe. If so, take the "Weapon Specialist" Fighter subclass designating trident and shield. If you want to be a Wizard...it doesn't seem unreasonable to suggest that a DM seeing a Gladiator Wizard would allow the character to use net & trident without penalty. (Or whatever makes sense in that world.) [/QUOTE]
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