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General Tabletop Discussion
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What if you were in charge of reworking classes for 5.5?
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<blockquote data-quote="Shiroiken" data-source="post: 8609283" data-attributes="member: 6775477"><p>All classes get their subclass at level 1 or 3, and I don't really care which. Either level 1-2 are just apprentice levels experienced players ignore, of everyone's a hero at level 1. The current system drives me nuts.</p><p></p><p>Barbarian - largely keep it the same, although I'd like to rename it the berserker, axing the sub-class.</p><p></p><p>Bard - half caster with non-spell based buffs and debuffs</p><p></p><p>Cleric - mostly keep it the same, but make Light Armor the default, rather than Medium</p><p></p><p>Druid - since I conceptually hate the Moon Druid, my changes would be hugely unpopular, and so I'll ignore this.</p><p></p><p>Fighter - bringing back the martial dice from the playtest!</p><p></p><p>Monk - I'd simply axe the class. I've never been fond of it, and find that it doesn't work well in most non-asian settings.</p><p></p><p>Paladin - smite is all done by spells, not just used after hitting a creature.</p><p></p><p>Ranger - rework favored enemy to be useful in combat (proficiency modifier to damage most likely) and increase number of favored terrains until a 20th level ranger had all of them (as well as a lot of favored enemies). Beastmaster would need an overhaul to work similar to the new summon spells.</p><p></p><p>Rogue - not much really needed, but I'd make assassin better in combat and add a thug subclass that doesn't need finesse weapons.</p><p></p><p>Sorcerer - I'd probably axe this one too, unless I could find a way to make it significantly different from the Wizard. I'd review the playtest version for ideas</p><p></p><p>Warlock - Int based class. I'd rework the Sword Boon and Hexblade to basically be the same thing (serving an intelligent weapon is stupid IMO).</p><p></p><p>Wizard - get rid of school based sub-classes, focusing on archetypes (Beguiler, Battlemage, Summoner, etc).</p><p></p><p>If I could change the multiclass rules, I'd ditch them for multiclass based subclasses.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8609283, member: 6775477"] All classes get their subclass at level 1 or 3, and I don't really care which. Either level 1-2 are just apprentice levels experienced players ignore, of everyone's a hero at level 1. The current system drives me nuts. Barbarian - largely keep it the same, although I'd like to rename it the berserker, axing the sub-class. Bard - half caster with non-spell based buffs and debuffs Cleric - mostly keep it the same, but make Light Armor the default, rather than Medium Druid - since I conceptually hate the Moon Druid, my changes would be hugely unpopular, and so I'll ignore this. Fighter - bringing back the martial dice from the playtest! Monk - I'd simply axe the class. I've never been fond of it, and find that it doesn't work well in most non-asian settings. Paladin - smite is all done by spells, not just used after hitting a creature. Ranger - rework favored enemy to be useful in combat (proficiency modifier to damage most likely) and increase number of favored terrains until a 20th level ranger had all of them (as well as a lot of favored enemies). Beastmaster would need an overhaul to work similar to the new summon spells. Rogue - not much really needed, but I'd make assassin better in combat and add a thug subclass that doesn't need finesse weapons. Sorcerer - I'd probably axe this one too, unless I could find a way to make it significantly different from the Wizard. I'd review the playtest version for ideas Warlock - Int based class. I'd rework the Sword Boon and Hexblade to basically be the same thing (serving an intelligent weapon is stupid IMO). Wizard - get rid of school based sub-classes, focusing on archetypes (Beguiler, Battlemage, Summoner, etc). If I could change the multiclass rules, I'd ditch them for multiclass based subclasses. [/QUOTE]
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What if you were in charge of reworking classes for 5.5?
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