S
Sunseeker
Guest
No, I think the point of 5e should be to move towards more inclusive classes with more build variety, allowing for more customization.
All a hundred of more classes does is replicate the issues of feats into classes. There is no way that is an improvement.![]()
No thanks. One thing I really want to see is a reduction in option overload.
OK... I just wanted to be sure.It's not a joke. I'm serious.
Now when you put it like this... well, it's an interesting point. Yes, the number of classes will grow. Probably be quite a lot, if the 3rd party support is strong. But if D&D Next follows the pattern established by the earlier editions, each additional class will be more and more niche/narrowly-focused. Less archetypal.Or at least 50. Because that's how far the system will expand in 3-4 years anyway. So you might as well plan for it.
But 30 or more is quite a lot of chunks.As for newb-friendlyness: Depending on how you design this, it could be more newbie-friendly rather than less. Since each class is a clearly-defined chunk, you don't need to bake many options into the class itself, at least at first level.
That's actually a neat write-up/nice level of complexity. Would be great if the number of core classes were kept small, or if this wasn't part of the base game, ie a kit or a template. But if this is a base class, and their total number is 30 or more, you're still talking about about a hell of a lot of work just to get an handle on the game's basic character options.Code:[B]Swashbuckler[/B] Proficiency with fencing weapons, main-gauche, buckler, light armors Medium hp Skill: Savoir Vivre (Cha) +3 Class features (pick 2): Taunt, Chandelier Swing, En Garde, Riposte, Sword & Cape style, Dashing Swordsman
That's the entire first level. You'd need to read the 6 class abilities, pick 2 and understand the unique class skill, but that's it.
It was considered a terrible idea by people who turned out to not reflect the sentiments of the majority of the D&D community.A few years ago, allowing humans to multiclass was considered a strong contender for the worst ideas for D&D Next.
Bingo!All a hundred of more classes does is replicate the issues of feats into classes. There is no way that is an improvement.![]()
Well, I think the bigger organizational issue is that there will be hundreds of something. A crunchy game like D&D demands options, and its business model demands that those options be able to be produced continually.
In 2e it was kits.
In 3e it was feats, spells, and PrCs.
In Pathfinder it's a late offshoot of 3.5, the alternative class feature.
In 4e it was powers, class feats, Paragon Paths, and new class builds.
I believe OP's idea simply cuts through the subterfuge by saying that somewhere along the way, there is going to be a place in the system where you have to make a decision by wading through lots of options. Why not simply put that choice up front and package it in highly descriptive archetypal terms?
To address one complaint that is bugging me though... Why do people keep talking like this would result in "pregenerated characters" or a total lack of character uniqueness and customization?
For WotC and D&DNext, good marketing and design have to be the same thing. They don't have the luxury of designing in an aesthetic vacuum.Well, now you are talking sales and marketing instead of good game design. That's another issue. I think that is one of very few things that would cause me to opt of 5E, unread. "Hey, we know this is a bad idea, but we need some way to spread out our stuff to sell you more books. So we'll take one of the few things that has been kept relatively under control thus far, and milk it for all its worth. Now, how many do you want?"
It's one thing to know that if I buy enough used cars, eventually some salesman will rip me off. It's another thing entirely for some such salesman to advertise that he will combine all of my ripping off in one convenient, easy experience. Why go all over town to be ripped off a little at a time when you can do it all in 10 minutes at Shifty Bob's Horseless Carriage Emporium?
Or, I'd much rather that the designers have ideals that they fail to live up to, rather than abandon the ideals on the grounds that they aren't perfect.![]()
Well, now you are talking sales and marketing instead of good game design. That's another issue. I think that is one of very few things that would cause me to opt of 5E, unread. "Hey, we know this is a bad idea, but we need some way to spread out our stuff to sell you more books. So we'll take one of the few things that has been kept relatively under control thus far, and milk it for all its worth. Now, how many do you want?"