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General Tabletop Discussion
*Dungeons & Dragons
Which of these should be core classes for D&D?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9154131" data-attributes="member: 6790260"><p>Oh, sure. And yeah there's something pretty funny about <em>Paizo</em> of all people saying that you shouldn't tread on other classes when they wrote the Arcanist which is arguably better than being either Sorcerer or Wizard. (Unless you play the Wizard archetype that lets you steal from the Arcanist. Then it's best to be Wizard again. I have some experience in that regard.)</p><p></p><p>More relevant, just meaning to note that there are....shall we say highly controversial statements that can be made about certain classes and whether they tread on something else or not.</p><p></p><p></p><p>Isn't that pretty much the second intentional and explicit purpose of subclasses? The first being to give life to standard concepts (like cleric domains), the second to enable smooth class mixology (like Eldritch Knight) to lower the burden carried by multiclassing and such, and the third to reduce (some would say eliminate) the need to create new classes?</p><p></p><p></p><p>Good stuff, but five years is a long time. I would suggest two years. That's enough time to get serious, real feedback from actual players in the wild, to see the optimizers pick apart what you've done so you can avoid any pitfalls you fell into the first time. Start the open playtest around the 6-9 month mark with basic second- or third-draft stabs at the first five levels. That way, folks know you aren't abandoning well loved core classes, but giving them the time and space they need to sing.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9154131, member: 6790260"] Oh, sure. And yeah there's something pretty funny about [I]Paizo[/I] of all people saying that you shouldn't tread on other classes when they wrote the Arcanist which is arguably better than being either Sorcerer or Wizard. (Unless you play the Wizard archetype that lets you steal from the Arcanist. Then it's best to be Wizard again. I have some experience in that regard.) More relevant, just meaning to note that there are....shall we say highly controversial statements that can be made about certain classes and whether they tread on something else or not. Isn't that pretty much the second intentional and explicit purpose of subclasses? The first being to give life to standard concepts (like cleric domains), the second to enable smooth class mixology (like Eldritch Knight) to lower the burden carried by multiclassing and such, and the third to reduce (some would say eliminate) the need to create new classes? Good stuff, but five years is a long time. I would suggest two years. That's enough time to get serious, real feedback from actual players in the wild, to see the optimizers pick apart what you've done so you can avoid any pitfalls you fell into the first time. Start the open playtest around the 6-9 month mark with basic second- or third-draft stabs at the first five levels. That way, folks know you aren't abandoning well loved core classes, but giving them the time and space they need to sing. [/QUOTE]
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Which of these should be core classes for D&D?
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