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General Tabletop Discussion
*Dungeons & Dragons
Multi-Class Alternative Using Sub-Classes
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<blockquote data-quote="Blue" data-source="post: 6985091" data-attributes="member: 20564"><p>If you're going to present this as fact as opposed to opinion, an you please provide some collaborating evidence. I've been very happy that for the most part the PHB classes don't give out major boosts until 3rd level or higher. There are some decent things you can get at 2nd, and Cleric domains are the obvious outlier, but my experience is that it isn't a problem in 5e.</p><p></p><p></p><p></p><p>I really like having hand crafted subclasses like Eldritch Knight, Arcane Trickster, etc. They allow us to have a primary class and then touches of a second class hand crafted to that second class. </p><p></p><p>Though to me they aren't at all a replacement for the old Cleric/Magic-User or other combinations where you split your XP evenly and advanced in both classes. In those you'd often end up only a level or two behind and both classes really contributed to play and to your power. With the subclasses, it's one main class and the other flavoring it, but not near equally.</p><p></p><p></p><p></p><p>One problem is the number of combinations. In order to hand craft the combonations, there is little overlap. The Eldritch Knight and the Arcane Trickster both bring in some Wizard, but besides the common 1/3 casting neither handles it the same, giving it a different spin to meet the main class. Same if you compare Eldritch Knight to Blade Singer - very different classes, no design overlap in the subclasses. So what we'd be looking at is 12 classes each with 11 subclasses, so 132 subclasses just to cover "primary plus a bit of another class" multiclassing. It wouldn't cover variations in the classes themselves, like different types of sorcerers or clerics or whatever in that 132. And that still leaves out "I want the classes to be relatively even" like the cleric/magic-user combos that are you goal, and forbid the number of combos if you wanted a triple class like the classic Fighter/Magic-User/Thief.</p><p></p><p>The multiclass system is an elegant way to handle generic mixing and handles different amounts, with 5e doing a decent job or removing cherry-picking though giving things at later levels and moving back getting ASIs.</p><p></p><p>While I will like well crafted subclasses to hit a specific feel, I think it would be a lot of bloat to try and mimic a multiclass system using subclasses.</p></blockquote><p></p>
[QUOTE="Blue, post: 6985091, member: 20564"] If you're going to present this as fact as opposed to opinion, an you please provide some collaborating evidence. I've been very happy that for the most part the PHB classes don't give out major boosts until 3rd level or higher. There are some decent things you can get at 2nd, and Cleric domains are the obvious outlier, but my experience is that it isn't a problem in 5e. I really like having hand crafted subclasses like Eldritch Knight, Arcane Trickster, etc. They allow us to have a primary class and then touches of a second class hand crafted to that second class. Though to me they aren't at all a replacement for the old Cleric/Magic-User or other combinations where you split your XP evenly and advanced in both classes. In those you'd often end up only a level or two behind and both classes really contributed to play and to your power. With the subclasses, it's one main class and the other flavoring it, but not near equally. One problem is the number of combinations. In order to hand craft the combonations, there is little overlap. The Eldritch Knight and the Arcane Trickster both bring in some Wizard, but besides the common 1/3 casting neither handles it the same, giving it a different spin to meet the main class. Same if you compare Eldritch Knight to Blade Singer - very different classes, no design overlap in the subclasses. So what we'd be looking at is 12 classes each with 11 subclasses, so 132 subclasses just to cover "primary plus a bit of another class" multiclassing. It wouldn't cover variations in the classes themselves, like different types of sorcerers or clerics or whatever in that 132. And that still leaves out "I want the classes to be relatively even" like the cleric/magic-user combos that are you goal, and forbid the number of combos if you wanted a triple class like the classic Fighter/Magic-User/Thief. The multiclass system is an elegant way to handle generic mixing and handles different amounts, with 5e doing a decent job or removing cherry-picking though giving things at later levels and moving back getting ASIs. While I will like well crafted subclasses to hit a specific feel, I think it would be a lot of bloat to try and mimic a multiclass system using subclasses. [/QUOTE]
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