S
Sunseeker
Guest
While I don't like the built-in Greyhawk, I have to say this edition feels the most "generic" without being a simple rules dictionary IMO.
Thinking more on your 3E build, it occurs to me that it feels more like Warlock, flavor wise, if anything. Maybe take a Warlock, remove the Patron flavor, and you seem to be mostly there...
It is not a build, it is the baseline practically all of my sorcerers have shared, and all of it was part of the class by default. That is what it was, a class with limitless possibilities and without the rigid limits of the wizard. All I want is a gishy option for the sorcerer without limits on longterm utility magic and without the overpowering flavor of "monster or timebomb".
...And the designers came to the conclusion that just adding different game mechanics to a class did not warrant making it a new class. A Wizard with a different casting mechanic did not warrant calling it a Sorcerer (a la 3E). If they were going to have a Sorcerer, it had to have something substantially different in the world of the game-- in the story of the world-- because within the game world, the mechanics don't actually exist. A Wizard with metamagic is still just a Wizard in the game world. But to have a Sorcerer... the story of them in the world has to be distinguishable. Otherwise, there's no point for them to exist.
I disagree. I think a worldly, book-less spellcaster who was born with magic in their blood is distinguishable enough without being too specific about the source of that power.
An yes, the story of them in the world does have to be distinguishable. But I'd like it to be my story. And I'd like to be able to have many different versions of that story, depending on the world I want to play in. With 5E, I only have two.
I disagree. I think a worldly, book-less spellcaster who was born with magic in their blood is distinguishable enough without being too specific about the source of that power.
An yes, the story of them in the world does have to be distinguishable. But I'd like it to be my story. And I'd like to be able to have many different versions of that story, depending on the world I want to play in. With 5E, I only have two.
It is not a build, it is the baseline practically all of my sorcerers have shared, and all of it was part of the class by default. That is what it was, a class with limitless possibilities and without the rigid limits of the wizard. All I want is a gishy option for the sorcerer without limits on longterm utility magic and without the overpowering flavor of "monster or timebomb".
I think the OP indeed has a very good point about this. Some classes could have definitely benefitted from a more 'generic' subclass.
Sorcerer: the draconic subclass is mostly the same concept as the original 3e sorcerer, but while the 3e class did not have any distintively 'dragon-flavored' features, the 5e has, which makes the concept more difficult to ignore. The wild mage as a concept could be generic enough, but the mechanic associated to it is definitely not.
Wizard: there is no generalist, but in this case IMO it's not a big deal since your choice of spells is what really makes you a specialist. You can choose several among the subclasses and still end up with a pretty generalist.
Rogue: I suspect that most people will instinctively say that Thief is generic enough, but it isn't. For me the quintessential Rogue character is Indiana Jones, who definitely is not a Thief and neither an Assassin! The Rogue is missing a generic subclass more than any other class.
Cleric: in this case perhaps the clerics of Life, Light and War could all be close enough to 'generic', particularly the Life Cleric which is in fact the one included in Basic.
Barbarian: the Berserker is only built around maximizing the usability of Rage, which is anyway the defining feature of all D&D barbarians, so IMO this subclass is generic enough.
Fighter: clearly the Champion is very generic.
IMO there is also a mechanical problem related to this: they have been saying all through the playtest that they wanted to use subclasses to also control complexity, so that every class would have at least one 'low-complexity' subclass. Then they designed the Warrior/Champion, and it worked great. Then it was all about pattin' each others' back about how good the idea was, and how well the implementation worked... and they totally forgot they had 11 more classes to do the same work about! I now expect than in a few years they will publish a '5e essentials' to fix this problem.