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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="I'm A Banana" data-source="post: 9401170" data-attributes="member: 2067"><p>I appreciate a game without front-loaded chargen options.</p><p></p><p>I want to play D&D. It takes a lot of time to make characters already. Spacing out that growth is smart.</p><p></p><p>And in a class-based game, the archetypes do the job of different "builds" on the class. </p><p></p><p>Not that there aren't alternatives. Like, what if we had DOZENS of classes, each one maybe only covering one tier. Or what if classes worked like magic items where you could fight well with a Sword and heal well if you equipped a Holy Symbol. Or what if the party had to choose a patron, and the patron defined the class features available, and everyone needed to pick between them. </p><p></p><p>If the most creative we can get is "more impactful subclasses with more options chosen at earlier levels," that ain't gonna do it for me, personally.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9401170, member: 2067"] I appreciate a game without front-loaded chargen options. I want to play D&D. It takes a lot of time to make characters already. Spacing out that growth is smart. And in a class-based game, the archetypes do the job of different "builds" on the class. Not that there aren't alternatives. Like, what if we had DOZENS of classes, each one maybe only covering one tier. Or what if classes worked like magic items where you could fight well with a Sword and heal well if you equipped a Holy Symbol. Or what if the party had to choose a patron, and the patron defined the class features available, and everyone needed to pick between them. If the most creative we can get is "more impactful subclasses with more options chosen at earlier levels," that ain't gonna do it for me, personally. [/QUOTE]
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What I Don't Like About Subclasses, and Potential Solutions.
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