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<blockquote data-quote="DEFCON 1" data-source="post: 7400921" data-attributes="member: 7006"><p>Adventurer</p><p></p><p>Warrior / Spellcaster</p><p></p><p>Warrior / Expert / Spellcaster</p><p></p><p>Fighter / Rogue / Cleric / Wizard</p><p></p><p>Fighter / Rogue / Ranger / Cleric / Druid / Paladin / Wizard</p><p></p><p>Barbarian / Bard / Cleric / Druid / Fighter / Monk / Paladin / Ranger / Rogue / Sorcerer / Warlock / Wizard</p><p></p><p>Artificer / Assassin / Barbarian / Bard / Cleric / Druid / Fighter / Monk / Paladin / Psion / Ranger / Rogue / Sorcerer / Swordmage / Warden / Warlock / Warlord / Wizard</p><p></p><p>Archivist / Ardent / Artificer / Assassin / Barbarian / Bard / Battlemind / Binder / Cleric / Crusader / Druid / Duskblade / Factotum / Favorded Soul / Fighter / Hexblade / Invoker / Knight / Marshal / Monk / Paladin / Psion / Ranger / Rogue / Sorcerer / Spirit Shaman / Swashbuckler / Swordmage / Vampire / Warden / Warlock / Warlord / Wizard</p><p></p><p>The pyramid goes on and on.</p><p></p><p>The fact of the matter is... none of us need any of this stuff. When it comes to classes (and subclasses)... the only reason to make more is to placate the people who for whatever reason have to have a unique game mechanic attached to any and all story concept for what a PC is and does. Someone thinks up some bizarre Frankenstein's Monster of a character concept and wants and needs a very specific set of game mechanics they can use to embody that concept... rather than just take the few options they might find in the book and then <em>roleplaying</em> whatever the concept is.</p><p></p><p>But the more game mechanics you begin introducing with more and more selective and narrow story connections... the more you're going to water down the mechanics you already have, or the more bizarre combinations that are going to allow for uber-broken characters that make absolutely no sense story-wise. We got like 57,000 different prestige classes in 3E and people spent days multiclassing the crap out of them so that they could create these ridiculous mechanical monstrosities to "embody" their PC... despite the fact that you'd be lucky if any of them had any story reason to exist together.</p><p></p><p>Oh yeah, my Rogue 5 / Shadowdancer 3 / Consecrated Harrier 2 / Blood Magus 2 / Mythic Exemplar 1? Let me tell you about him!</p><p></p><p>Please. It was ridiculous then, and its ridiculous now. People multiclassing paladins, sorcerers and warlocks together for no other reason than uber-mechanical efficiency with Eldritch Blasts... character concept-driven reasons be damned.</p><p></p><p>If there is a STORY reason why a new concept needs to be a full class... THAT'S why there should be three or more sub-classes possibly attributed to it. Because the concept can SUPPORT three or more sub-classes. If it CAN'T? Then there's no reason to make it a class other than a few people just wanting some brand new game mechanics to screw around with and graft onto other classes for MOAR POWER!</p><p></p><p>Mearls and Company have realized that game mechanics for game mechanics sake is stupid. If you have a concept for who your character is... you can use what we already have to create what you can, and then <em>roleplay</em> the parts of the character that don't have a mechanical basis designed and created specifically for that one idea. Sure... they'll add in a few new ideas over the years just because designing new things is fun... but the days of needing to crank out new mechanics for every lame "story idea" you might have for what your character does are over.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7400921, member: 7006"] Adventurer Warrior / Spellcaster Warrior / Expert / Spellcaster Fighter / Rogue / Cleric / Wizard Fighter / Rogue / Ranger / Cleric / Druid / Paladin / Wizard Barbarian / Bard / Cleric / Druid / Fighter / Monk / Paladin / Ranger / Rogue / Sorcerer / Warlock / Wizard Artificer / Assassin / Barbarian / Bard / Cleric / Druid / Fighter / Monk / Paladin / Psion / Ranger / Rogue / Sorcerer / Swordmage / Warden / Warlock / Warlord / Wizard Archivist / Ardent / Artificer / Assassin / Barbarian / Bard / Battlemind / Binder / Cleric / Crusader / Druid / Duskblade / Factotum / Favorded Soul / Fighter / Hexblade / Invoker / Knight / Marshal / Monk / Paladin / Psion / Ranger / Rogue / Sorcerer / Spirit Shaman / Swashbuckler / Swordmage / Vampire / Warden / Warlock / Warlord / Wizard The pyramid goes on and on. The fact of the matter is... none of us need any of this stuff. When it comes to classes (and subclasses)... the only reason to make more is to placate the people who for whatever reason have to have a unique game mechanic attached to any and all story concept for what a PC is and does. Someone thinks up some bizarre Frankenstein's Monster of a character concept and wants and needs a very specific set of game mechanics they can use to embody that concept... rather than just take the few options they might find in the book and then [I]roleplaying[/I] whatever the concept is. But the more game mechanics you begin introducing with more and more selective and narrow story connections... the more you're going to water down the mechanics you already have, or the more bizarre combinations that are going to allow for uber-broken characters that make absolutely no sense story-wise. We got like 57,000 different prestige classes in 3E and people spent days multiclassing the crap out of them so that they could create these ridiculous mechanical monstrosities to "embody" their PC... despite the fact that you'd be lucky if any of them had any story reason to exist together. Oh yeah, my Rogue 5 / Shadowdancer 3 / Consecrated Harrier 2 / Blood Magus 2 / Mythic Exemplar 1? Let me tell you about him! Please. It was ridiculous then, and its ridiculous now. People multiclassing paladins, sorcerers and warlocks together for no other reason than uber-mechanical efficiency with Eldritch Blasts... character concept-driven reasons be damned. If there is a STORY reason why a new concept needs to be a full class... THAT'S why there should be three or more sub-classes possibly attributed to it. Because the concept can SUPPORT three or more sub-classes. If it CAN'T? Then there's no reason to make it a class other than a few people just wanting some brand new game mechanics to screw around with and graft onto other classes for MOAR POWER! Mearls and Company have realized that game mechanics for game mechanics sake is stupid. If you have a concept for who your character is... you can use what we already have to create what you can, and then [I]roleplay[/I] the parts of the character that don't have a mechanical basis designed and created specifically for that one idea. Sure... they'll add in a few new ideas over the years just because designing new things is fun... but the days of needing to crank out new mechanics for every lame "story idea" you might have for what your character does are over. [/QUOTE]
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