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Legends & Lore Archive : 12/9/2013
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<blockquote data-quote="lutecius" data-source="post: 6231477" data-attributes="member: 60332"><p>I think the whole "goal-oriented shoppers" vs "browsers" thing is a false dilemma.</p><p>Even if character creation is very open-ended, with customisable classes and flexible multiclassing, they can always offer a couple of suggestions and pre-built concepts for new players and for those who find options "troublesome".</p><p>On the other hand, if classes are too focused, shoppers are going to be frustrated as they will have to wait and go through dozens of splatbooks hoping to find a subclass that matches the concept they have in mind.</p><p>So unless WotC considers that a feature, they should aim for flexibility first and the real barrier should be balance, not "browsers".</p><p></p><p>Of course, that requires more careful design and more playtesting than narrow classes with limited options. This is why I'm a bit skeptical about the idea of DMs creating their own subclasses. Sure, this is something they have always done... <em>as house rules</em>, but it shouldn't be a way for designers to focus on narrow concepts while putting the burden of balance (and not just flavour) on groups who want a little more flexibility.</p><p></p><p></p><p>As for AC, maybe this is not "the feel" of D&D but I was hoping there would be more mechanical differences between fast and heavy armored characters (there are actually less now that touch AC is gone). A good, less abstract system (like armor as damage reduction) would have been a big selling point to me. Well, maybe in some option book...</p></blockquote><p></p>
[QUOTE="lutecius, post: 6231477, member: 60332"] I think the whole "goal-oriented shoppers" vs "browsers" thing is a false dilemma. Even if character creation is very open-ended, with customisable classes and flexible multiclassing, they can always offer a couple of suggestions and pre-built concepts for new players and for those who find options "troublesome". On the other hand, if classes are too focused, shoppers are going to be frustrated as they will have to wait and go through dozens of splatbooks hoping to find a subclass that matches the concept they have in mind. So unless WotC considers that a feature, they should aim for flexibility first and the real barrier should be balance, not "browsers". Of course, that requires more careful design and more playtesting than narrow classes with limited options. This is why I'm a bit skeptical about the idea of DMs creating their own subclasses. Sure, this is something they have always done... [I]as house rules[/I], but it shouldn't be a way for designers to focus on narrow concepts while putting the burden of balance (and not just flavour) on groups who want a little more flexibility. As for AC, maybe this is not "the feel" of D&D but I was hoping there would be more mechanical differences between fast and heavy armored characters (there are actually less now that touch AC is gone). A good, less abstract system (like armor as damage reduction) would have been a big selling point to me. Well, maybe in some option book... [/QUOTE]
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