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General Tabletop Discussion
*Dungeons & Dragons
Understanding WOTC's class design guidelines and subclass acquisition
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<blockquote data-quote="Minigiant" data-source="post: 7922093" data-attributes="member: 63508"><p>It's not about being a guide. It's about being the tracker.</p><p></p><p>The rogue lacks the magic.</p><p>The cleric lacks the skills.</p><p>The wizard lacks the scores.</p><p></p><p>Sure for a complete urban adventure, your players can tailor themselves for a complete campaign of social intrigue and detective engagement. And you'd prefer that in you game is 80%+ dedicated to being a fantasy noir detective movie. Same if you were going for a heist team or urban ghostbusters.</p><p></p><p>But for the archetypal fantasy detective in a team that only dips into it every so often, you can't stuff the magic and skills into a single class. At that point one option is to dip back into D&D past and snag the urban ranger. Problem is it need the same class feature swaps and a subclass.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 7922093, member: 63508"] It's not about being a guide. It's about being the tracker. The rogue lacks the magic. The cleric lacks the skills. The wizard lacks the scores. Sure for a complete urban adventure, your players can tailor themselves for a complete campaign of social intrigue and detective engagement. And you'd prefer that in you game is 80%+ dedicated to being a fantasy noir detective movie. Same if you were going for a heist team or urban ghostbusters. But for the archetypal fantasy detective in a team that only dips into it every so often, you can't stuff the magic and skills into a single class. At that point one option is to dip back into D&D past and snag the urban ranger. Problem is it need the same class feature swaps and a subclass. [/QUOTE]
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Understanding WOTC's class design guidelines and subclass acquisition
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