In future incarnations of the D&D game design, which would you prefer?:
1. the PC class structure be maintained, which sometimes requires extensive multiclassing to reach the player's concept for his character ("I like the ranger, except I want more focus on animal magic...")
2. the current classes be deconstructed to so players can pick specific components of the class (skills, feats, certain abilities) within preset bounds -- ex. choose between combat feats every other level or backstabbing bonuses every other level; choose between animal companion or familiar; choose which of your three saves will be higher than the other two; choose six class skills; etc.
Or in other words, why load up on tons of supplement and variant products to get a PC's aspects *just right* when you could build the character to spec from the git-go?
1. the PC class structure be maintained, which sometimes requires extensive multiclassing to reach the player's concept for his character ("I like the ranger, except I want more focus on animal magic...")
2. the current classes be deconstructed to so players can pick specific components of the class (skills, feats, certain abilities) within preset bounds -- ex. choose between combat feats every other level or backstabbing bonuses every other level; choose between animal companion or familiar; choose which of your three saves will be higher than the other two; choose six class skills; etc.
Or in other words, why load up on tons of supplement and variant products to get a PC's aspects *just right* when you could build the character to spec from the git-go?