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General Tabletop Discussion
*Dungeons & Dragons
Path of Feats: a Superior Design than Subclasses
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<blockquote data-quote="Clint_L" data-source="post: 9889536" data-attributes="member: 7035894"><p>I prefer greater diversity, but not so much that distinctiveness is lost. Right now, I think D&D has too many classes, let alone subclasses.</p><p></p><p></p><p>I do play with a constantly changing set of players at D&D Club, but they are mostly newbies so they do better with distinct options that are not too complex. However, maybe a third have considerable experience, and they typically are much more interested in optimization.</p><p></p><p>Typically what happens is newbies start with D&D in Grade 9, and then if they get "the bug" they start their own groups, and by graduation are trying out all kind of different systems. We are called "D&D Club" because that's by far the most recognizable brand, and that's the introductory system I use on the reasoning that it will give kids the most opportunities to find other players (that's also why I always use the most current version). However, it's really a TTRPG club, and aside from running a beginner campaign, I mostly just facilitate finding times and spaces where the independent groups can play, plus occasional one-offs for students and staff who just want to know what D&D is about.</p><p></p><p>Edit: Though <em>Dread</em> is the system I use with groups who just want a really basic introduction to the concept of roleplaying, or for creative writing classes when I want to work on the concept of developing narrative tension. I've also used <em>Fiasco</em> as a means of learning act structure.</p><p></p><p>TLDR: A feats-based system would be very hard to do with many new players. It's usually the kind of thing players "graduate" to.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9889536, member: 7035894"] I prefer greater diversity, but not so much that distinctiveness is lost. Right now, I think D&D has too many classes, let alone subclasses. I do play with a constantly changing set of players at D&D Club, but they are mostly newbies so they do better with distinct options that are not too complex. However, maybe a third have considerable experience, and they typically are much more interested in optimization. Typically what happens is newbies start with D&D in Grade 9, and then if they get "the bug" they start their own groups, and by graduation are trying out all kind of different systems. We are called "D&D Club" because that's by far the most recognizable brand, and that's the introductory system I use on the reasoning that it will give kids the most opportunities to find other players (that's also why I always use the most current version). However, it's really a TTRPG club, and aside from running a beginner campaign, I mostly just facilitate finding times and spaces where the independent groups can play, plus occasional one-offs for students and staff who just want to know what D&D is about. Edit: Though [I]Dread[/I] is the system I use with groups who just want a really basic introduction to the concept of roleplaying, or for creative writing classes when I want to work on the concept of developing narrative tension. I've also used [I]Fiasco[/I] as a means of learning act structure. TLDR: A feats-based system would be very hard to do with many new players. It's usually the kind of thing players "graduate" to. [/QUOTE]
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Path of Feats: a Superior Design than Subclasses
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