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<blockquote data-quote="Jester David" data-source="post: 7030977" data-attributes="member: 37579"><p>I <em>did</em> say what I wanted to see. It was just a small list. And then I explained why I thought that. </p><p></p><p>In the last few editions we've just seen sooo many classes. So many there's a seperate Wiki page just listing "alternative" classes: </p><p><a href="https://en.wikipedia.org/wiki/List_of_alternative_Dungeons_%26_Dragons_classes" target="_blank">https://en.wikipedia.org/wiki/List_of_alternative_Dungeons_&_Dragons_classes</a></p><p></p><p>When Paizo started Pathfinder they said they wanted to be conservative with classes. But then they wanted to make one. And then another one. And then another. And it adds up to the couple dozen classes in that game. </p><p></p><p>It's unneeded. </p><p>And it's inefficient. Classes take a lot of work. Because they need to cover 20 levels and have so many moving parts. In the time it takes to design, test, and develop a class, the team could do dozens of subclasses. I'd rather see more subclasses. They're easier to design, require less balancing, and are more contained in that you don't need to worry about multiclassing coming into play, and thus have fewer interactions to worry about: if you make a new rogue subclass, you don't need to worry about how it interacts with the assassin or the thief, but if you make a "spy" or "con artist" or "jester" class you do.</p><p></p><p>3rd Party classes can work just fine. And provide just as much - if not more - support for the game.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7030977, member: 37579"] I [I]did[/I] say what I wanted to see. It was just a small list. And then I explained why I thought that. In the last few editions we've just seen sooo many classes. So many there's a seperate Wiki page just listing "alternative" classes: [url]https://en.wikipedia.org/wiki/List_of_alternative_Dungeons_%26_Dragons_classes[/url] When Paizo started Pathfinder they said they wanted to be conservative with classes. But then they wanted to make one. And then another one. And then another. And it adds up to the couple dozen classes in that game. It's unneeded. And it's inefficient. Classes take a lot of work. Because they need to cover 20 levels and have so many moving parts. In the time it takes to design, test, and develop a class, the team could do dozens of subclasses. I'd rather see more subclasses. They're easier to design, require less balancing, and are more contained in that you don't need to worry about multiclassing coming into play, and thus have fewer interactions to worry about: if you make a new rogue subclass, you don't need to worry about how it interacts with the assassin or the thief, but if you make a "spy" or "con artist" or "jester" class you do. 3rd Party classes can work just fine. And provide just as much - if not more - support for the game. [/QUOTE]
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