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General Tabletop Discussion
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Should 5e have more classes (Poll and Discussion)?
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<blockquote data-quote="Dausuul" data-source="post: 8125572" data-attributes="member: 58197"><p>[Edited - removed link to playtest material since I noticed it was marked "Do Not Distribute." Probably nobody cares at this late date, but you never know.]</p><p></p><p>For reference, on the playtest sorcerer/warlock:</p><p></p><p>The sorcerer used a spell point ("willpower") system, and your subclass unlocked bonuses based on how many spell points you had used that day. For example, dragon sorcerers got bonuses to melee damage rolls after spending 3 spell points, and resistance to your dragon damage type after spending 10. So as you expended your magical resources, you became more of a melee bruiser instead. There were also some subclass-specific ways to use spell points.</p><p></p><p>The playtest warlock gave up spellcasting altogether (except for rituals), but it had drastically beefed-up invocations to compensate. It also had a "favor" mechanic which was essentially identical to Channel Divinity; two "charges" that can be spent to activate various patron-specific powers, refreshing on a short rest.</p><p></p><p>They only go to level 5, and the mechanics are quite rough and in need of polish, but I tend to agree--I wish they'd built more on those foundations instead of putting it all into spells.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8125572, member: 58197"] [Edited - removed link to playtest material since I noticed it was marked "Do Not Distribute." Probably nobody cares at this late date, but you never know.] For reference, on the playtest sorcerer/warlock: The sorcerer used a spell point ("willpower") system, and your subclass unlocked bonuses based on how many spell points you had used that day. For example, dragon sorcerers got bonuses to melee damage rolls after spending 3 spell points, and resistance to your dragon damage type after spending 10. So as you expended your magical resources, you became more of a melee bruiser instead. There were also some subclass-specific ways to use spell points. The playtest warlock gave up spellcasting altogether (except for rituals), but it had drastically beefed-up invocations to compensate. It also had a "favor" mechanic which was essentially identical to Channel Divinity; two "charges" that can be spent to activate various patron-specific powers, refreshing on a short rest. They only go to level 5, and the mechanics are quite rough and in need of polish, but I tend to agree--I wish they'd built more on those foundations instead of putting it all into spells. [/QUOTE]
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Should 5e have more classes (Poll and Discussion)?
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