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<blockquote data-quote="gweinel" data-source="post: 6008672" data-attributes="member: 2165"><p>I think that most of the gamers miss what is most important here. In my humble opinion the question that must be answered is not why the sorceror/warlock/ranger/otherclass has that kind of background story or why is too specific/generic, but will Wizards provide us with the "secret" mechanism behind each class? Will Wizards give us the knowledge and the tools to refluff and fiddle with the classes? That will be a real innovation for the dnd. Wizards always seemed to be a bit cryptic in the mechanics behind the class. What make a specific class balanced? If I change the "favored enemy" from ranger what kind of power would be fitting in order to not unbalance the class?</p><p></p><p>And of course this could be expanded to other game features. For instance races. In my campaign the humans are the dominant race. I would love to put cultural/climatic variations. </p><p></p><p>Being more specific to the classes in the playtest and more particular to sorceror and warlock i have to say is that i like what i am seeing. I like the fluff and i like that is story driven. Having said that i would consider the class "completed" in the eyes of a gamer only if in DMG would be infos of how to make variables of that class. Wizards advertise modularity. Let implemented this modularity in the hard-coded game features like classes, races, backgrounds and specialties. Give us a guide to make the exactly the game we want.</p></blockquote><p></p>
[QUOTE="gweinel, post: 6008672, member: 2165"] I think that most of the gamers miss what is most important here. In my humble opinion the question that must be answered is not why the sorceror/warlock/ranger/otherclass has that kind of background story or why is too specific/generic, but will Wizards provide us with the "secret" mechanism behind each class? Will Wizards give us the knowledge and the tools to refluff and fiddle with the classes? That will be a real innovation for the dnd. Wizards always seemed to be a bit cryptic in the mechanics behind the class. What make a specific class balanced? If I change the "favored enemy" from ranger what kind of power would be fitting in order to not unbalance the class? And of course this could be expanded to other game features. For instance races. In my campaign the humans are the dominant race. I would love to put cultural/climatic variations. Being more specific to the classes in the playtest and more particular to sorceror and warlock i have to say is that i like what i am seeing. I like the fluff and i like that is story driven. Having said that i would consider the class "completed" in the eyes of a gamer only if in DMG would be infos of how to make variables of that class. Wizards advertise modularity. Let implemented this modularity in the hard-coded game features like classes, races, backgrounds and specialties. Give us a guide to make the exactly the game we want. [/QUOTE]
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