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Should 5e have more classes (Poll and Discussion)?
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<blockquote data-quote="DND_Reborn" data-source="post: 8089037" data-attributes="member: 6987520"><p>In 5E, if you are a bow weapon master, you have Archery fighting style. That other fighter with the same level and DEX is <em>not</em> just as good as you unless they <em>also</em> are a bow weapon master (or at least a "ranged" weapon master <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p></p><p>Maybe it is better for you, but not for me. It makes the game too much about the character instead of the adventure and what choices they make in the story. Earlier someone mentioned the mini-game of character creation (and leveling also really) which I think you dismissed? (Sorry if that wasn't you, but I think it was?). I can't tell you how much time players in our group weigh different possibilities now. Should I stay in my same class or start a new one? What spells should I take, what feat should I take, etc. Sure, some choices are easy and if you have a concrete idea in mind it might not be a long process, but most of the time IME half of D&D has become about this mini-game in some ways. Also, now we see players complaining when the start a subclass, but get the next feature (which to them sucks) and they don't want it. Now they complain about wanting something else, or feeling they should have picked a different subclass in the first point. Of course people make poor choices or ones they later regret, but the trend in D&D now seems to be just let people change things and have all the versatility they want.</p><p></p><p>One thing I will say I did like was the concept of prestige classes when the requirements were not prior-class dependent. Being able to have two or more classes make their way into the same prestige class (through different routes obviously) was interesting.</p><p></p><p>Honestly, I wish subclasses were more generic and had been done like that. Certain ones might have to remain unique, but why should Assassin only be a Rogue subclass when <em>anyone</em> can really be an assassin? Or allow Arcane Archer to go to Rogues and/or Wizards or Sorcerers or Warlocks even? Creating a flexible system where options can mix-and-match is good game design IMO, but just giving more and more blanket options which leads to too many choices can slow things down.</p><p></p><p>Anyway, I know which way the wind is blowing and I am not going to fight against it, and fortunately none of it is stuff I have to use. <em>shrug</em></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8089037, member: 6987520"] In 5E, if you are a bow weapon master, you have Archery fighting style. That other fighter with the same level and DEX is [I]not[/I] just as good as you unless they [I]also[/I] are a bow weapon master (or at least a "ranged" weapon master ;) ). Maybe it is better for you, but not for me. It makes the game too much about the character instead of the adventure and what choices they make in the story. Earlier someone mentioned the mini-game of character creation (and leveling also really) which I think you dismissed? (Sorry if that wasn't you, but I think it was?). I can't tell you how much time players in our group weigh different possibilities now. Should I stay in my same class or start a new one? What spells should I take, what feat should I take, etc. Sure, some choices are easy and if you have a concrete idea in mind it might not be a long process, but most of the time IME half of D&D has become about this mini-game in some ways. Also, now we see players complaining when the start a subclass, but get the next feature (which to them sucks) and they don't want it. Now they complain about wanting something else, or feeling they should have picked a different subclass in the first point. Of course people make poor choices or ones they later regret, but the trend in D&D now seems to be just let people change things and have all the versatility they want. One thing I will say I did like was the concept of prestige classes when the requirements were not prior-class dependent. Being able to have two or more classes make their way into the same prestige class (through different routes obviously) was interesting. Honestly, I wish subclasses were more generic and had been done like that. Certain ones might have to remain unique, but why should Assassin only be a Rogue subclass when [I]anyone[/I] can really be an assassin? Or allow Arcane Archer to go to Rogues and/or Wizards or Sorcerers or Warlocks even? Creating a flexible system where options can mix-and-match is good game design IMO, but just giving more and more blanket options which leads to too many choices can slow things down. Anyway, I know which way the wind is blowing and I am not going to fight against it, and fortunately none of it is stuff I have to use. [I]shrug[/I] [/QUOTE]
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