UnadvisedGoose445
First Post
Well this may have been covered earlier on in the thread, but I don't see much of a need for any classes outside of the 12 that we have already, with the exception of the Mystic. I really think that having one more Intelligence based full class, as well as from a new "power source" could be beneficial, and something that a subclass can't really provide.
I'm speaking from my own experience here, but I just can't think of much else that I would feel is warranted. Most any other concept or type can be done by adding a subclass, feats, or spells. I think that's the beauty of the design of this edition, as far as class structure goes. Subclass provides specific nuances and abilities within the class itself, and feats add in great variety of play and weapon choice for those martial classes that have the space for them. Spells really help round out the currently existing caster classes.
Obviously this is just my opinion, but I like that subclasses can be easily created to fill in the niches that most are looking for. Once the Sword Coast Adventurer's Guide hits, I think I will be incredibly happy with the options that are available. Another Sorcerous Origin or two (and maybe Artificer and Witch as Wizard Traditions), a smattering of new feats that make unique weapon choices more interesting and fun (Daggermaster, something for flails!, etc.), and maybe a very few spells that provide something interesting, and the edition will be pretty much perfect for me.
I'm speaking from my own experience here, but I just can't think of much else that I would feel is warranted. Most any other concept or type can be done by adding a subclass, feats, or spells. I think that's the beauty of the design of this edition, as far as class structure goes. Subclass provides specific nuances and abilities within the class itself, and feats add in great variety of play and weapon choice for those martial classes that have the space for them. Spells really help round out the currently existing caster classes.
Obviously this is just my opinion, but I like that subclasses can be easily created to fill in the niches that most are looking for. Once the Sword Coast Adventurer's Guide hits, I think I will be incredibly happy with the options that are available. Another Sorcerous Origin or two (and maybe Artificer and Witch as Wizard Traditions), a smattering of new feats that make unique weapon choices more interesting and fun (Daggermaster, something for flails!, etc.), and maybe a very few spells that provide something interesting, and the edition will be pretty much perfect for me.