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D&D 5E Subclasses, complexity and decision points

One of the most positive aspects about sub-classes seems to be that they guarantee that each PC of a different class/sub-class will be distinct from other classes/subclasses. That would also explain the use of different mini-systems within different sub-classes.

To me, a lot of it seems to be a response to some criticism against 4e, in which some players felt that each class seemed to borrow too much from one another when selecting powers.

On one hand, we can have strict class templates that limit customization, which gives rise to what I mentioned above. On the other hand, we could have lots of fidly choices and a near classless system, which I believe can lead to "brown" PCs. A "brown" PC is a PC that you get when you mix too many unrelated choices so that the character concept becomes muddy and indistinct...kind of like when you blend too many colors (red, green, yellow, blue).

I'm hoping with baked in options players will be able to create PCs that live somewhere between Strict class template and "brown."
 

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I don't know what it is, or why, but I think the whole "my character is not unique enough" to be completely ridiculous.

We've been creating characters with pretty much the same stats/abilities for 40 years. I really don't need 20 options for at-will attacks or ability scores or special abilities to differentiate my Knight from every other Knight.

It's a roleplaying game. When did this become such a concern?

The purpose of subclasses and complexity is not for the "Actors" or "Explorers" or "Roleplayers.". It's for newbies versus gamists, both of which are fun, legitimate gaming styles.

As long as there is a "simple" fighter and a "simple" wizard, with basic mechanics, as well as a complex subsystem for the fighter and wizard, and perhaps medium versions in between to satisfy 90% of consumers...

I'm completely happy.

A thought.
 

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