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General Tabletop Discussion
*Dungeons & Dragons
What I Don't Like About Subclasses, and Potential Solutions.
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<blockquote data-quote="mellored" data-source="post: 9337180" data-attributes="member: 6801209"><p>Yes.</p><p>Level 1 and 2 are tutorial levels. </p><p></p><p>Someone who has been playing for a while can forget what it's like the first time you tried. There are a lot of things to get used to, like being able to recognize a d8 from a d10. Give new players a few sessions with limited mechanics to play with first.</p><p></p><p>The other reason is multiclassing.</p><p></p><p>Each level should add roughly as much power as every other level. Giving both sneak attack and cunning action in a single level is a lot.</p><p></p><p>A lot of the choices in PF2 are false choices. Many of the choices lock you out of future choices.</p><p></p><p>A +4 Str fighter wielding a Halberd can technically take an archery option, but it's not really an option.</p><p></p><p>Or consider the 8 "choices" a level 14 gunslinger gets. 6 have perquisites, and Two-Weapon Fusillade effectively requires Dual Weapon Reload. With 1 generic option.</p><p></p><p>*Unless your playing Kineticist. Then you get to mix and match 2 subclass.</p><p></p><p></p><p>There is rarely a solid reason to diversify. A fighter with +2 Str and +2 Dex is not going to do well, in 5e or PF2.</p><p>Nor in Diablo for that matter.</p><p></p><p>That doesn't work because why take +3 to talk to the Red Guard of the North, when you could take +1 to hit to everything.</p><p></p><p>If you want to have mechanical connections to the world, you need to make a separate pool of resources.</p><p></p><p>PF2's skill and ancestry feats kind of do this. Though those are still mostly used for combat.</p><p></p><p>5e is adding a Bastion option, which might help. Give the players property to manage and defend. And you can't take a greenhouse into combat.</p></blockquote><p></p>
[QUOTE="mellored, post: 9337180, member: 6801209"] Yes. Level 1 and 2 are tutorial levels. Someone who has been playing for a while can forget what it's like the first time you tried. There are a lot of things to get used to, like being able to recognize a d8 from a d10. Give new players a few sessions with limited mechanics to play with first. The other reason is multiclassing. Each level should add roughly as much power as every other level. Giving both sneak attack and cunning action in a single level is a lot. A lot of the choices in PF2 are false choices. Many of the choices lock you out of future choices. A +4 Str fighter wielding a Halberd can technically take an archery option, but it's not really an option. Or consider the 8 "choices" a level 14 gunslinger gets. 6 have perquisites, and Two-Weapon Fusillade effectively requires Dual Weapon Reload. With 1 generic option. *Unless your playing Kineticist. Then you get to mix and match 2 subclass. There is rarely a solid reason to diversify. A fighter with +2 Str and +2 Dex is not going to do well, in 5e or PF2. Nor in Diablo for that matter. That doesn't work because why take +3 to talk to the Red Guard of the North, when you could take +1 to hit to everything. If you want to have mechanical connections to the world, you need to make a separate pool of resources. PF2's skill and ancestry feats kind of do this. Though those are still mostly used for combat. 5e is adding a Bastion option, which might help. Give the players property to manage and defend. And you can't take a greenhouse into combat. [/QUOTE]
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