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<blockquote data-quote="Charlaquin" data-source="post: 7759788" data-attributes="member: 6779196"><p>I never attacked you. Unless you’re insulted by the word turd, I don’t see where my comment was insulting. If something I said was insulting though, I apologize. It’s getting pretty frustrating having my motivations repeatedly misidentified as power gaming. Don’t make assumptions about my play preferences and there won’t be a problem.</p><p></p><p></p><p>But each of those subclasses is expressed through only 4 features, that come several levels apart from each other, and are all locked in by the single choice of subclass. If our campaign goes to maybe 10th level, that’s only two features that distinguish an Assassin from a Swashbuckler, both of which are tied to the same decision point, and one of which takes over half the campaign to come online.</p><p></p><p></p><p>Feats are a start, but they are few and far between. Ranged vs melee isn’t a character building choice, my swashbuckler and your assassin can both use a rapier or a bow at any time. Multiclassing doesn’t fix the problem of my rogue being the same as your rogue, it just lets me play a character who isn’t a rogue.</p><p></p><p></p><p>Most of the options you list here aren’t real distinctions. +2 ro this skill instead of that one. +1 average damage with this weapon instead of that one. It doesn’t change the fundamental gameplay. We’re still both spending our turns doing fundamentally the same thing.</p><p></p><p>This is less of an issue with spellcasters because they actually get a choice every level or two of what mechanical options they want to add to their repertoire, in the form of learning spells.</p><p></p><p></p><p>And I would have preferred that they did so.</p><p></p><p></p><p>I disagree that the variety is significant.</p><p></p><p></p><p>That doesn’t mean it couldn’t be done differently in the future.</p><p></p><p></p><p>As I’ve said repeatedly, I like 5e. I like it better overall than my next favorite edition, 4e, despite feeling that 4e handled many aspects better. That doesn’t mean I’m not going to point out places where I see room for improvement. This “If you don’t like everything about the game, get used to it or get out” attitude is absurd, and harmful to the growth of the game. One can, and should, both enjoy something and be critical if its flaws. 5e is a great game, that’s why I play it. But it is lacking in mechanical customizability, which is in my opinion one of its flaws.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7759788, member: 6779196"] I never attacked you. Unless you’re insulted by the word turd, I don’t see where my comment was insulting. If something I said was insulting though, I apologize. It’s getting pretty frustrating having my motivations repeatedly misidentified as power gaming. Don’t make assumptions about my play preferences and there won’t be a problem. But each of those subclasses is expressed through only 4 features, that come several levels apart from each other, and are all locked in by the single choice of subclass. If our campaign goes to maybe 10th level, that’s only two features that distinguish an Assassin from a Swashbuckler, both of which are tied to the same decision point, and one of which takes over half the campaign to come online. Feats are a start, but they are few and far between. Ranged vs melee isn’t a character building choice, my swashbuckler and your assassin can both use a rapier or a bow at any time. Multiclassing doesn’t fix the problem of my rogue being the same as your rogue, it just lets me play a character who isn’t a rogue. Most of the options you list here aren’t real distinctions. +2 ro this skill instead of that one. +1 average damage with this weapon instead of that one. It doesn’t change the fundamental gameplay. We’re still both spending our turns doing fundamentally the same thing. This is less of an issue with spellcasters because they actually get a choice every level or two of what mechanical options they want to add to their repertoire, in the form of learning spells. And I would have preferred that they did so. I disagree that the variety is significant. That doesn’t mean it couldn’t be done differently in the future. As I’ve said repeatedly, I like 5e. I like it better overall than my next favorite edition, 4e, despite feeling that 4e handled many aspects better. That doesn’t mean I’m not going to point out places where I see room for improvement. This “If you don’t like everything about the game, get used to it or get out” attitude is absurd, and harmful to the growth of the game. One can, and should, both enjoy something and be critical if its flaws. 5e is a great game, that’s why I play it. But it is lacking in mechanical customizability, which is in my opinion one of its flaws. [/QUOTE]
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