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The 5e Ninja, would it be a class or a subclass?
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<blockquote data-quote="Benjamin Olson" data-source="post: 9875633" data-attributes="member: 6988941"><p>It's not about control or authoritarian fantasies. It's about: </p><p></p><p>1. The fact that when I know a class and a less experienced player unfamiliar with it is trying to play it I can help them with it even when dealing with the myriad other things gumming up my DM brain. I can even spot when they are doing things that should be impossible for their class. This is not about "catching" players, it's about keeping them from accidentally breaking the game by honestly misunderstanding abilities, as almost every new player has at some point, and just generally keeping things on an even keel.</p><p>2. Once in a blue moon a character has something that truly breaks encounters with particular parameters. I don't want to rain on that parade, I want to figure out times when we can potentially showcase that ability, while also preserving other people's fun by not having it trivialize the most major encounters. Advance knowledge is really helpful here.</p><p></p><p>It's not like it's the end of the world to me if there was a ninja class, I just like having the total number of classes relatively manageable and would not like to see it get over, I don't know, 16 or so. I personally am not comfortable running a game until I've read through all the classes and gotten a rough feel for them, and at some point it becomes unmanageable. Having enough GMs in the world requires having a few of us willing to try to run games we've not yet actually played or at least have not played extensively, so they need to be digestable, and a game with 47 classes probaly isn't. Your mileage may vary.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9875633, member: 6988941"] It's not about control or authoritarian fantasies. It's about: 1. The fact that when I know a class and a less experienced player unfamiliar with it is trying to play it I can help them with it even when dealing with the myriad other things gumming up my DM brain. I can even spot when they are doing things that should be impossible for their class. This is not about "catching" players, it's about keeping them from accidentally breaking the game by honestly misunderstanding abilities, as almost every new player has at some point, and just generally keeping things on an even keel. 2. Once in a blue moon a character has something that truly breaks encounters with particular parameters. I don't want to rain on that parade, I want to figure out times when we can potentially showcase that ability, while also preserving other people's fun by not having it trivialize the most major encounters. Advance knowledge is really helpful here. It's not like it's the end of the world to me if there was a ninja class, I just like having the total number of classes relatively manageable and would not like to see it get over, I don't know, 16 or so. I personally am not comfortable running a game until I've read through all the classes and gotten a rough feel for them, and at some point it becomes unmanageable. Having enough GMs in the world requires having a few of us willing to try to run games we've not yet actually played or at least have not played extensively, so they need to be digestable, and a game with 47 classes probaly isn't. Your mileage may vary. [/QUOTE]
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The 5e Ninja, would it be a class or a subclass?
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