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General Tabletop Discussion
*Dungeons & Dragons
What Classes do you really want to see in D&D Next?
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<blockquote data-quote="TrippyHippy" data-source="post: 5994636" data-attributes="member: 27252"><p>I'd like to see the <strong>Psion</strong> class held back for specific settings or a psionic sourcebook. I am not totally averse to them being in the game on some level, but they really don't firt in in a lot of people's vision of fantasy, and it therefore undermines D&D's appeal as a generic fantasy game. </p><p></p><p><strong>Warlords</strong> are tricky for me, as I actually quite like the concept <em>to play</em>, but just feel it has been done in such a way that grates. Personally, I'd like to see Warlords as a Speciality of Fighter. That is, I don't see why Fighters can't specialise in tactics and leadership as an approach to fighting, rather than just a personal fighting style. Why can't Fighters be driven by intelligence and stategic thinking? Why can't Warlords be the products of Background and Speciality? </p><p></p><p><strong>Barbarians</strong> too, seem to be too Specialised to me, and a bit of a cultural stereotype. Some people just like the idea of a Class for megadamage, but can't it be done another way? </p><p></p><p><strong>Assassins</strong> are just a weak idea for an <em>adventuring</em> class, in my view. Why would an assassin decide to go for a dungeon crawl (unless they intend to kill another party member?)? None of the Assassin's abilities in 1st edition were particularly useful to an adventuring party (weaker in combat than a fighter; weaker than a Rogue as a scout). </p><p></p><p>It was also off putting to have a Class that was limited by playing an Evil alignment only - more an NPC Class than a playable one. Morever, ever since the original 'Thief' concept got broadened out to be a 'Rogue', the actual need for a seperate Assassin Class was reduced significantly. In any case, can't any Class potentially make a good Assassin? Surely it's a Speciality therefore, rather than a separate Class?</p><p></p><p>I'm not sure of the need for a seprate <strong>Summoner</strong> Class - I'd like to be able to play a Wizard who Specialises in Summoning, so like the Warlord, I feel a seperate Class would undermine this. </p><p></p><p>I'd like to ensure than neither <strong>Paladins</strong> or <strong>Rangers</strong> get spell casting abilities - with their abilities kept seperate from the spell lists used for other Wizards, Clerics and the like. But I'm happy to see them there. I am happy to see the Spell-casting Classes as being: <strong>Wizards, Clerics, Druids, Sorcerers, Witches </strong>(rather than Warlocks) and <strong>Bards</strong>. </p><p></p><p>If you have 6 spell casters, then maybe 6 warrior types seems sensible to balance it:<strong> Fighters, Rogues, Rangers, Paladins..Monks</strong>, I s'pose....but then we are left with Assassins, Warlords or Barbarians (none of which I like!). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 5994636, member: 27252"] I'd like to see the [B]Psion[/B] class held back for specific settings or a psionic sourcebook. I am not totally averse to them being in the game on some level, but they really don't firt in in a lot of people's vision of fantasy, and it therefore undermines D&D's appeal as a generic fantasy game. [B]Warlords[/B] are tricky for me, as I actually quite like the concept [I]to play[/I], but just feel it has been done in such a way that grates. Personally, I'd like to see Warlords as a Speciality of Fighter. That is, I don't see why Fighters can't specialise in tactics and leadership as an approach to fighting, rather than just a personal fighting style. Why can't Fighters be driven by intelligence and stategic thinking? Why can't Warlords be the products of Background and Speciality? [B]Barbarians[/B] too, seem to be too Specialised to me, and a bit of a cultural stereotype. Some people just like the idea of a Class for megadamage, but can't it be done another way? [B]Assassins[/B] are just a weak idea for an [I]adventuring[/I] class, in my view. Why would an assassin decide to go for a dungeon crawl (unless they intend to kill another party member?)? None of the Assassin's abilities in 1st edition were particularly useful to an adventuring party (weaker in combat than a fighter; weaker than a Rogue as a scout). It was also off putting to have a Class that was limited by playing an Evil alignment only - more an NPC Class than a playable one. Morever, ever since the original 'Thief' concept got broadened out to be a 'Rogue', the actual need for a seperate Assassin Class was reduced significantly. In any case, can't any Class potentially make a good Assassin? Surely it's a Speciality therefore, rather than a separate Class? I'm not sure of the need for a seprate [B]Summoner[/B] Class - I'd like to be able to play a Wizard who Specialises in Summoning, so like the Warlord, I feel a seperate Class would undermine this. I'd like to ensure than neither [B]Paladins[/B] or [B]Rangers[/B] get spell casting abilities - with their abilities kept seperate from the spell lists used for other Wizards, Clerics and the like. But I'm happy to see them there. I am happy to see the Spell-casting Classes as being: [B]Wizards, Clerics, Druids, Sorcerers, Witches [/B](rather than Warlocks) and [B]Bards[/B]. If you have 6 spell casters, then maybe 6 warrior types seems sensible to balance it:[B] Fighters, Rogues, Rangers, Paladins..Monks[/B], I s'pose....but then we are left with Assassins, Warlords or Barbarians (none of which I like!). :confused: [/QUOTE]
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