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Sub Levels -> Alternate Class Features
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<blockquote data-quote="Psion" data-source="post: 3176014" data-attributes="member: 172"><p>A party full of bards isn't a good idea, either? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But, it seems to me like you are entertaining a false dichotomy here, and going outside of the scope of the conversation to do it. We weren't talking about multi-classing, we were talking about tweaking existing classes.</p><p></p><p>But if you are saying that multi-classing is bad, why now is point buy okay? At least if a character has some levels of fighter, he will have contributions to bab, fortitude saves, hit points, and fighting feats that reflect that. I know something about the character without doing a deep analysis. With a point gen character all bets are off.</p><p></p><p></p><p></p><p>Agreed. I wasn't defending "class-mill classes", quite the opposite. What I was saying, if you are done "excluding the middle", is saying that classes with built in options are a better solution for this than throwing the baby out with the bathwater and going point based.</p><p></p><p></p><p></p><p>Mmmm... nah. It would only be worse if we were point gen. Even if you pick a class, there's a trade off. You can cherry pick certain things, but classes always come as a package, and the party still needs capabilities provided by different classes. You have point buy, it will just devolve to TRUE cherry picking, pulling in all the abilities you want without any downsides or compromises, and the game will go solely to those who are good at "gaming the system". Those who aren't good at juggling points or sniffing out loopholes play second fiddle and desperately try to assemble workable characters who aren't as good. And eventually give up, because they are having to do all the work themselves.</p><p></p><p>I've SEEN it. I like Rolemaster's and Hero's flexibility. You know why I quit? Because making competent characters was a skill that most players didn't have or want to learn. And we aren't just talking the business and liberal arts majors here, either. We are talking about people with occupations and educations that allegedly require them to do complex things, like an organic chemist.</p><p></p><p>In short, the complex point gen experience is not widely accessible and porting D&D to it is not, IME, a good solution for the existing audience. Most players who like the approach of point gen enough to handle its difficulties are already playing point gen game. No reason to make D&D into one.</p></blockquote><p></p>
[QUOTE="Psion, post: 3176014, member: 172"] A party full of bards isn't a good idea, either? :) But, it seems to me like you are entertaining a false dichotomy here, and going outside of the scope of the conversation to do it. We weren't talking about multi-classing, we were talking about tweaking existing classes. But if you are saying that multi-classing is bad, why now is point buy okay? At least if a character has some levels of fighter, he will have contributions to bab, fortitude saves, hit points, and fighting feats that reflect that. I know something about the character without doing a deep analysis. With a point gen character all bets are off. Agreed. I wasn't defending "class-mill classes", quite the opposite. What I was saying, if you are done "excluding the middle", is saying that classes with built in options are a better solution for this than throwing the baby out with the bathwater and going point based. Mmmm... nah. It would only be worse if we were point gen. Even if you pick a class, there's a trade off. You can cherry pick certain things, but classes always come as a package, and the party still needs capabilities provided by different classes. You have point buy, it will just devolve to TRUE cherry picking, pulling in all the abilities you want without any downsides or compromises, and the game will go solely to those who are good at "gaming the system". Those who aren't good at juggling points or sniffing out loopholes play second fiddle and desperately try to assemble workable characters who aren't as good. And eventually give up, because they are having to do all the work themselves. I've SEEN it. I like Rolemaster's and Hero's flexibility. You know why I quit? Because making competent characters was a skill that most players didn't have or want to learn. And we aren't just talking the business and liberal arts majors here, either. We are talking about people with occupations and educations that allegedly require them to do complex things, like an organic chemist. In short, the complex point gen experience is not widely accessible and porting D&D to it is not, IME, a good solution for the existing audience. Most players who like the approach of point gen enough to handle its difficulties are already playing point gen game. No reason to make D&D into one. [/QUOTE]
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