I thought about what could make possible further subclasses for each of the classes in the playtest. It occured to me that the classes are quite different in that manner.
At the top of the list we have the cleric. We can easily imagine a cleric domain for anything but waste disposal. Magic Domain, Moon Domain, Fire Domain. The only problem is giving these concepts interesting and thematically fitting mechanics.
Next are Monks. We can choose any colorful discription for a natural phenomenon, add "Style" and proceed with the mechanics. Crouching Tiger Style, Moon over Water Style. Kung-Fu fiction offers plenty of inspiration.
Next there is the Ranger. The Favored Enemies are quite transparent. I can easily imagine a Witch Hunter, an Undead Stalker and a Faerie Catcher. As long as there are creature types to go with, I can make a Ranger subclass - in theory.
Then we have Druids. Unlike the with Cleric and Monk the relation between the thematic concepts behind the Circles and their mechanic representation is rather week. The crew at Wizards probably started with a Shapeshifting Druid and a Spellcasting Druid and then invented the names of Moon and Land for it. I find it hard to come up with any further. Maybe a Circle of the Blight for fallen druids, in the way of Toxic Shamans in Shadowrun. Maybe a subclass focusing on summoning. Maybe one focusing on healing.
Then we have Mages and Rogues. There are some clear expectations on what subclasses for these classes could be, but unlike the Cleric or the Ranger they do not operate on the semantic level but in the way of traditional archetypes for these classes. I can imagine Thugs, Acrobats and a travelling kind of character for Rogues (think Han Solo or Julio Scoundrél from OotS).
And certainly we want Abjurers, Conjurers and Diviners for Mage. I can also imagine a Bladesong class feature, trading Wizardry for a little martial ability and less spell selection. That would make for some nice variability with Wizard Abjurers and Bladesinger Abjurers etc.
From than on, I'm at a loss. Best is probably Fighters, altough there isn't a clear indication of what Fighter subclass is. At least we know from the playtest, what it's not. It's not about some quasi historic image of fighters, so no Knights, Gladiators, Samurai. That was shot down by public demand. It probably shouldn't be about weapon types either, because those rest in the first level option and and feats.
With Barbarian, Paladin and Bard I have no idea at all.
At the top of the list we have the cleric. We can easily imagine a cleric domain for anything but waste disposal. Magic Domain, Moon Domain, Fire Domain. The only problem is giving these concepts interesting and thematically fitting mechanics.
Next are Monks. We can choose any colorful discription for a natural phenomenon, add "Style" and proceed with the mechanics. Crouching Tiger Style, Moon over Water Style. Kung-Fu fiction offers plenty of inspiration.
Next there is the Ranger. The Favored Enemies are quite transparent. I can easily imagine a Witch Hunter, an Undead Stalker and a Faerie Catcher. As long as there are creature types to go with, I can make a Ranger subclass - in theory.
Then we have Druids. Unlike the with Cleric and Monk the relation between the thematic concepts behind the Circles and their mechanic representation is rather week. The crew at Wizards probably started with a Shapeshifting Druid and a Spellcasting Druid and then invented the names of Moon and Land for it. I find it hard to come up with any further. Maybe a Circle of the Blight for fallen druids, in the way of Toxic Shamans in Shadowrun. Maybe a subclass focusing on summoning. Maybe one focusing on healing.
Then we have Mages and Rogues. There are some clear expectations on what subclasses for these classes could be, but unlike the Cleric or the Ranger they do not operate on the semantic level but in the way of traditional archetypes for these classes. I can imagine Thugs, Acrobats and a travelling kind of character for Rogues (think Han Solo or Julio Scoundrél from OotS).
And certainly we want Abjurers, Conjurers and Diviners for Mage. I can also imagine a Bladesong class feature, trading Wizardry for a little martial ability and less spell selection. That would make for some nice variability with Wizard Abjurers and Bladesinger Abjurers etc.
From than on, I'm at a loss. Best is probably Fighters, altough there isn't a clear indication of what Fighter subclass is. At least we know from the playtest, what it's not. It's not about some quasi historic image of fighters, so no Knights, Gladiators, Samurai. That was shot down by public demand. It probably shouldn't be about weapon types either, because those rest in the first level option and and feats.
With Barbarian, Paladin and Bard I have no idea at all.