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General Tabletop Discussion
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Subclasses should start at 1st level
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<blockquote data-quote="squibbles" data-source="post: 8787145" data-attributes="member: 6937590"><p>I'm a big fan of the standardization too (though as [USER=205]@TwoSix[/USER] mentions, it might not be consistent across class groups or the classes we haven't seen yet). I also like the idea of starting all subclasses at 1st and allowing them to make large changes to class features. I'm generally in the camp that adventurers should be competent and able to do their job from the start of play.</p><p></p><p>I can think of a couple minor issues in addition to the larger ones others have mentioned about multiclassing and frontloading character creation decisions:</p><p></p><p>Too much complexity at 1st level--in a lot of cases, you can't give a PC its subclass features without giving it its class features first, i.e. totem barbarians need to be able to rage before they can get their totem spirit feature. This will naturally make 1st level PCs stronger, but also more complex at 1st level, especially for subclasses that a lot of features to start with. Not a huge deal, and maybe avoidable, but worth considering.</p><p></p><p>Cludgy information design--the current class descriptions, which shunt all subclass descriptions to the end of a class's section, would be quite awkward if subclasses started at 1st and changed large parts of the core class, such as ranger spellcasting. I can't off the cuff think of a way it could be organized which wouldn't--on first reading--force you to comb through a boatload of rules before deciding what to play. Again, not a huge issue, but it'd need to be addressed somehow.</p><p></p><p></p><p>In principle, this is an issue with the multiclassing rules and not the subclass rules. Considering that they just moved the multiclassing rules directly into the class descriptions of the expert classes packet, this is something the designers could address directly. I'm not sure that any solution to the issue is a home run, but there are lots of ways it could be worked around.</p><p></p><p></p><p>If subclasses were picked at 1st level, it would probably be a good idea to have an option to change subclasses at some point, like the Tasha's options for changing fighting styles and pact boons at ASI levels--maybe just an option to change subclass at level 3 if you have buyers remorse.</p><p></p><p></p><p>Well that comes with some fun metaphysical implications, eh.</p><p></p><p>Just imagine... undifferentiated wielders of divine power getting to pick which god's VIP club to join after they've killed and taken the stuff of enough goblins (at least that's what the mechanics would say, prove-yourself lore notwithstanding).</p></blockquote><p></p>
[QUOTE="squibbles, post: 8787145, member: 6937590"] I'm a big fan of the standardization too (though as [USER=205]@TwoSix[/USER] mentions, it might not be consistent across class groups or the classes we haven't seen yet). I also like the idea of starting all subclasses at 1st and allowing them to make large changes to class features. I'm generally in the camp that adventurers should be competent and able to do their job from the start of play. I can think of a couple minor issues in addition to the larger ones others have mentioned about multiclassing and frontloading character creation decisions: Too much complexity at 1st level--in a lot of cases, you can't give a PC its subclass features without giving it its class features first, i.e. totem barbarians need to be able to rage before they can get their totem spirit feature. This will naturally make 1st level PCs stronger, but also more complex at 1st level, especially for subclasses that a lot of features to start with. Not a huge deal, and maybe avoidable, but worth considering. Cludgy information design--the current class descriptions, which shunt all subclass descriptions to the end of a class's section, would be quite awkward if subclasses started at 1st and changed large parts of the core class, such as ranger spellcasting. I can't off the cuff think of a way it could be organized which wouldn't--on first reading--force you to comb through a boatload of rules before deciding what to play. Again, not a huge issue, but it'd need to be addressed somehow. In principle, this is an issue with the multiclassing rules and not the subclass rules. Considering that they just moved the multiclassing rules directly into the class descriptions of the expert classes packet, this is something the designers could address directly. I'm not sure that any solution to the issue is a home run, but there are lots of ways it could be worked around. If subclasses were picked at 1st level, it would probably be a good idea to have an option to change subclasses at some point, like the Tasha's options for changing fighting styles and pact boons at ASI levels--maybe just an option to change subclass at level 3 if you have buyers remorse. Well that comes with some fun metaphysical implications, eh. Just imagine... undifferentiated wielders of divine power getting to pick which god's VIP club to join after they've killed and taken the stuff of enough goblins (at least that's what the mechanics would say, prove-yourself lore notwithstanding). [/QUOTE]
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