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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="WayneLigon" data-source="post: 8614130" data-attributes="member: 3649"><p>In theory I love this idea. </p><p></p><p>In practice I fear it would come down to the same thing that the early City of Heroes (if anyone remembers that) game faced in early development. </p><p></p><p>For those who do not know, COH was a superhero MMO that, in early Alpha, did much the same thing: you had a basic chassis, then could pick and choose from dozens of super powers. The problem they noted was that, even when offered dozens of choices, all the players chose ONE build: the flying tank-mage, which was the most optimal damage-dealing/damage-resisting thing you could create, and ignored everything else. </p><p></p><p>And, as I recall, the exact same thing happened with 'kits'. (Complete Book of Elves, I'm looking at you, sir, specifically)</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 8614130, member: 3649"] In theory I love this idea. In practice I fear it would come down to the same thing that the early City of Heroes (if anyone remembers that) game faced in early development. For those who do not know, COH was a superhero MMO that, in early Alpha, did much the same thing: you had a basic chassis, then could pick and choose from dozens of super powers. The problem they noted was that, even when offered dozens of choices, all the players chose ONE build: the flying tank-mage, which was the most optimal damage-dealing/damage-resisting thing you could create, and ignored everything else. And, as I recall, the exact same thing happened with 'kits'. (Complete Book of Elves, I'm looking at you, sir, specifically) [/QUOTE]
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What if you were in charge of reworking classes for 5.5?
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