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Community
General Tabletop Discussion
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Subclasses, complexity and decision points
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<blockquote data-quote="Warbringer" data-source="post: 6167772" data-attributes="member: 14391"><p>The way I look at, D&DNext isn't being designed for the "us here on the boards". Most of us are experienced, play multiple systems, and have so many house rules our games probably don't look much like any version of D&D <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>For the hobby to survive it needs new DM blood, not just players. To me that means low complexity on sub-systems; better that fewer subsystems and different ways of interacting with them dependent on class. </p><p></p><p>(Personally, I'd love to see something like "effect dice pool" be a general mechanic where rogues and rangers interact with it as "expertise"; the gladiator via "combat superiority; the monk via "ki"...;barbarian "rage" and so on. Of course, the complaint will be "classes all feel the same", but then I don't believe a different mechanical design makes a class flavorful)</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6167772, member: 14391"] The way I look at, D&DNext isn't being designed for the "us here on the boards". Most of us are experienced, play multiple systems, and have so many house rules our games probably don't look much like any version of D&D :) For the hobby to survive it needs new DM blood, not just players. To me that means low complexity on sub-systems; better that fewer subsystems and different ways of interacting with them dependent on class. (Personally, I'd love to see something like "effect dice pool" be a general mechanic where rogues and rangers interact with it as "expertise"; the gladiator via "combat superiority; the monk via "ki"...;barbarian "rage" and so on. Of course, the complaint will be "classes all feel the same", but then I don't believe a different mechanical design makes a class flavorful) [/QUOTE]
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Community
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Subclasses, complexity and decision points
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