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Thoughts on Mearls' Comments on Fighter Subclasses Lacking Identity
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<blockquote data-quote="Minigiant" data-source="post: 6677865" data-attributes="member: 63508"><p>Rely I think the problem was that the "classic four" were designed separately due to the different way the fans and designers see the class.</p><p></p><p>Once they decided to give each each subclasses and put a goal in to reduce dead levels...</p><p></p><p>Wizards had Spells Schools traditionally.</p><p>Clerics had Domains traditionally.</p><p></p><p>Rogues were separated by their collection of skills. Manly groups of them: thief skills, stealth skills, acrobatics skills, charm skills. During part of the playtest, the rogue could choose between them and also choose between tricks. You had acrobats, scouts, assassins, rakes, thieves, tricksters, and treasure hunters. The issue that popped up was that rogues who didn't choose Sneak Attack or whatever the assassin hit like toddlers and couldn't kill anything. Those who picked defensive abilities had survivability that the offensive thieves and assassin dreamed of.</p><p>So they combined rogue subclasses or integrated them into the base class. Unfortunately this narrowed the themes in mechanics and flavorful. No acrobats, rakes, scouts, and treasure hunters. Everyone is a thief or an assassin. Mechanics killed flavor. Either thief flavored ice cream with acrobat sprinkles, assassin flavored with spy syrup, and magic flavored.</p><p></p><p>With fighters, it was just an extreme version of the rogue's issue. Like Mearls said, they were so focused on the mechanics the flavor suffered. In the fighter's case, the base subclass flavor went down to nothing and when to "make your own flavor" levels of the past. Vanilla, Fat free Vanilla, and Magic.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6677865, member: 63508"] Rely I think the problem was that the "classic four" were designed separately due to the different way the fans and designers see the class. Once they decided to give each each subclasses and put a goal in to reduce dead levels... Wizards had Spells Schools traditionally. Clerics had Domains traditionally. Rogues were separated by their collection of skills. Manly groups of them: thief skills, stealth skills, acrobatics skills, charm skills. During part of the playtest, the rogue could choose between them and also choose between tricks. You had acrobats, scouts, assassins, rakes, thieves, tricksters, and treasure hunters. The issue that popped up was that rogues who didn't choose Sneak Attack or whatever the assassin hit like toddlers and couldn't kill anything. Those who picked defensive abilities had survivability that the offensive thieves and assassin dreamed of. So they combined rogue subclasses or integrated them into the base class. Unfortunately this narrowed the themes in mechanics and flavorful. No acrobats, rakes, scouts, and treasure hunters. Everyone is a thief or an assassin. Mechanics killed flavor. Either thief flavored ice cream with acrobat sprinkles, assassin flavored with spy syrup, and magic flavored. With fighters, it was just an extreme version of the rogue's issue. Like Mearls said, they were so focused on the mechanics the flavor suffered. In the fighter's case, the base subclass flavor went down to nothing and when to "make your own flavor" levels of the past. Vanilla, Fat free Vanilla, and Magic. [/QUOTE]
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