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What elements does D&D need to keep?
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<blockquote data-quote="jmartkdr2" data-source="post: 8224968" data-attributes="member: 7017304"><p>You <em>could</em> make a game that way, and it would work, but I'm not sure it would work better.</p><p></p><p>If all the spellcaster archetypes (wizard, cleric, druid, sorcerer, bard, warlock, artificer, psion) were lumped into one class, you'd still need sub-archetypes to further differentiate at least some of these (cleric, sorcerer, bard, warlock) and the rest would need either sub-archetypes or new archetypes to cover the whole theme (necromancer, illusionist, mesmer, caster-monk, alchemist)... But I really don't think anyone would call their character a Life Cleric Mystic. They'd say Life Cleric and leave the 'class' out, because it's not necessary to explain what you mean.</p><p></p><p>In other words: you've added a level of taxonomy. I don't see how that helps any design goal. </p><p></p><p>Also: with only four possible combinations, I'm not sure multiclassing is worth the effort either. On the other hand, I would like to see spell limits get simplified for most classes, though I think I'd leave spell slots/preparation for wizards (which would then definitely need their own class.)</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8224968, member: 7017304"] You [I]could[/I] make a game that way, and it would work, but I'm not sure it would work better. If all the spellcaster archetypes (wizard, cleric, druid, sorcerer, bard, warlock, artificer, psion) were lumped into one class, you'd still need sub-archetypes to further differentiate at least some of these (cleric, sorcerer, bard, warlock) and the rest would need either sub-archetypes or new archetypes to cover the whole theme (necromancer, illusionist, mesmer, caster-monk, alchemist)... But I really don't think anyone would call their character a Life Cleric Mystic. They'd say Life Cleric and leave the 'class' out, because it's not necessary to explain what you mean. In other words: you've added a level of taxonomy. I don't see how that helps any design goal. Also: with only four possible combinations, I'm not sure multiclassing is worth the effort either. On the other hand, I would like to see spell limits get simplified for most classes, though I think I'd leave spell slots/preparation for wizards (which would then definitely need their own class.) [/QUOTE]
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