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General Tabletop Discussion
*Dungeons & Dragons
Subclasses/choice points at 3rd level
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<blockquote data-quote="steeldragons" data-source="post: 6171215" data-attributes="member: 92511"><p>I just want to pipe in here and mention that I don't believe these to be "minor" benefits. What you list here<em> are</em> major benefits to the structure of starting subclasses/specializations at 3rd level. The fleshing out and making real mechanical in-game <em>and</em> meta-game of their purported "apprentice" levels/tier.</p><p></p><p>These are GREAT benefits and make "common sense", mechanical sense, give/offer roleplaying potential, plot points/twists, all kinds of character development stuff as well as, for the meta-gamer and balance-happy crowd, an overarching "rule" that specializations aren't available until 3rd and, while I disagree with opinions this is homogenizing/symmetry of all classes to be the same, there is a symmetry and "balance"...an innate fairness, that the game does well to incorporate...and often overlooks or ignores in lieu of the hopeless quest for ultimate "balance."</p><p></p><p>The cleric (and/or paladin for that matter) situations work well as, noted above, a Cleric PC is immediately (1st level) a "Cleric of Whocares". Making the specialization a domain of that deity makes, again, complete sense as it balances/puts en par with the specializing of other classes. A deepening of their understanding and access to the mysteries of their religion/spirituality. Totally works.</p><p></p><p>For the Paladin, this works perfectly well with, either, permitting them domain specialization in line with their belief system or selecting an Oath at 3rd level. I have absolutely NO immersion, suspension of disbelief, balance or mechanical problems with having a 1st and 2nd level paladin being the squire-in-training or acolyte or initiate but has yet to take on his/her formal vows/oath. (Not to mention the story/background/lore of a "Blackguard" is more about being someone who breaks/abandons/doesn't live up to the vows you took, not taking a specifically "vow to be evil." Though in a game like D&D the latter is certainly possible.)</p><p></p><p>There's no reason [that I can see] a mage or ranger should need...or be allowed in RAW...to specialize at 2nd level. "Cuz it's a 'dead' level" is a nonsense reason for anything, at all times. You can play the game without "getting somethign" every level...you're working <em>towards</em> what you "get" next and mastering what you already "got." the concept of "dead levels=bad" needs to be burned from the gaming consciousness in a divine )or natural or arcane, I don't really care which) fire. The mage and ranger can wait til 3rd to get a subclass, the same as everyone else. </p><p></p><p>It's not about "balance", but about a sense of "fairness."</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6171215, member: 92511"] I just want to pipe in here and mention that I don't believe these to be "minor" benefits. What you list here[I] are[/I] major benefits to the structure of starting subclasses/specializations at 3rd level. The fleshing out and making real mechanical in-game [I]and[/I] meta-game of their purported "apprentice" levels/tier. These are GREAT benefits and make "common sense", mechanical sense, give/offer roleplaying potential, plot points/twists, all kinds of character development stuff as well as, for the meta-gamer and balance-happy crowd, an overarching "rule" that specializations aren't available until 3rd and, while I disagree with opinions this is homogenizing/symmetry of all classes to be the same, there is a symmetry and "balance"...an innate fairness, that the game does well to incorporate...and often overlooks or ignores in lieu of the hopeless quest for ultimate "balance." The cleric (and/or paladin for that matter) situations work well as, noted above, a Cleric PC is immediately (1st level) a "Cleric of Whocares". Making the specialization a domain of that deity makes, again, complete sense as it balances/puts en par with the specializing of other classes. A deepening of their understanding and access to the mysteries of their religion/spirituality. Totally works. For the Paladin, this works perfectly well with, either, permitting them domain specialization in line with their belief system or selecting an Oath at 3rd level. I have absolutely NO immersion, suspension of disbelief, balance or mechanical problems with having a 1st and 2nd level paladin being the squire-in-training or acolyte or initiate but has yet to take on his/her formal vows/oath. (Not to mention the story/background/lore of a "Blackguard" is more about being someone who breaks/abandons/doesn't live up to the vows you took, not taking a specifically "vow to be evil." Though in a game like D&D the latter is certainly possible.) There's no reason [that I can see] a mage or ranger should need...or be allowed in RAW...to specialize at 2nd level. "Cuz it's a 'dead' level" is a nonsense reason for anything, at all times. You can play the game without "getting somethign" every level...you're working [I]towards[/I] what you "get" next and mastering what you already "got." the concept of "dead levels=bad" needs to be burned from the gaming consciousness in a divine )or natural or arcane, I don't really care which) fire. The mage and ranger can wait til 3rd to get a subclass, the same as everyone else. It's not about "balance", but about a sense of "fairness." [/QUOTE]
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Subclasses/choice points at 3rd level
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