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Really concerned about class design
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<blockquote data-quote="Oofta" data-source="post: 7861414" data-attributes="member: 6801845"><p>Where you say that the developers are lazy because they don't create dozens of new classes instead of using subclasses?</p><p></p><p>Because I personally don't see the need. For example, I wrote up a monk the other night. I wanted him to be a little rogue-like so I took the urchin background. Done. No need for a new class or subclass, I have a ninja. If that background hadn't done it I could have created a custom background or multi-classed.</p><p></p><p>The current set of rules is much more flexible than previous editions, there's less of a need for new classes for every possibility. I see little value to a new class if it can be covered by a subclass which kicks in for most PCs by the 3rd game session or so.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7861414, member: 6801845"] Where you say that the developers are lazy because they don't create dozens of new classes instead of using subclasses? Because I personally don't see the need. For example, I wrote up a monk the other night. I wanted him to be a little rogue-like so I took the urchin background. Done. No need for a new class or subclass, I have a ninja. If that background hadn't done it I could have created a custom background or multi-classed. The current set of rules is much more flexible than previous editions, there's less of a need for new classes for every possibility. I see little value to a new class if it can be covered by a subclass which kicks in for most PCs by the 3rd game session or so. [/QUOTE]
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