Why adhere to the "core" classes? Why not deconstruct for flexibility?

Joshua Dyal said:
Am I the only one who did not read deconstructing the classes as no class point buy? I assumed it referred to better guidelines from WotC on class tweaking and design.

Better guidelines on tweaking classes would be good, but I don't see how that's "deconstruction". Deconstruction is the reverse of construction - fully taking a thing apart, so you have all the various bits lying about.
 

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Hjorimir said:
I'd prefer to have far less Prestige Classes and far more Core Classes. But, bottom line, I like having classes in D&D.
I think the basic eight classes is perfect for introduction purposes. A bunch more of classes or prestiges and it could ge t confusing
 

DonTadow said:
I think the basic eight classes is perfect for introduction purposes. A bunch more of classes or prestiges and it could ge t confusing
I agree completely. What we have right in the PHB now is a good base to start from (or to begin with and never add upon). I tend to use quite a few classes, but that's just me. None of those added classes are essential to the core rules.

Kane
 

Umbran said:
Better guidelines on tweaking classes would be good, but I don't see how that's "deconstruction". Deconstruction is the reverse of construction - fully taking a thing apart, so you have all the various bits lying about.
Yes, exactly. Decontructing the class system doesn't mean abandoning the class system, it means taking it apart so how it works is transparent, and we can do what we want to within the class system.
 

Kanegrundar said:
I agree completely. What we have right in the PHB now is a good base to start from (or to begin with and never add upon). I tend to use quite a few classes, but that's just me. None of those added classes are essential to the core rules.

Kane
Honestly, I see WOTC producing a PHB 2 one day with all these different advanced theories and extra classes put into it. But to suggest more changes to the basic rules would insure this game won't grow. The more rules the harder it is the follow.
 

I can see a PHB 2 especially since we now have the DMG 2. It a good idea, IMO, to do something like this. Adding on to the system to show just what the mechanics can do is a good idea. Seeing how popular some of these expanded and derivative player's handbooks (like AE and GR's Advanced Player's Manual), there is certainly a market for this kind of book. I don't see WotC putting out a PHB to replace the current PHB until 4E (when it comes someday). Any PHB 2 would be along the same lines as the DMG 2. Filled with new and variant races, classes, etc. to add to the current game, but not to replace it.

Kane
 

Kanegrundar said:
I can see a PHB 2 especially since we now have the DMG 2. It a good idea, IMO, to do something like this. Adding on to the system to show just what the mechanics can do is a good idea. Seeing how popular some of these expanded and derivative player's handbooks (like AE and GR's Advanced Player's Manual), there is certainly a market for this kind of book. I don't see WotC putting out a PHB to replace the current PHB until 4E (when it comes someday). Any PHB 2 would be along the same lines as the DMG 2. Filled with new and variant races, classes, etc. to add to the current game, but not to replace it.

Kane
I agree. I don't see another official edition until 4e. I think the PHB 2 will be just like the DMG 2. NOt neccesarily official rule changes, but suggestions for advanced features... It'll be like the prestige class for the phb .
 

DonTadow said:
I agree. I don't see another official edition until 4e. I think the PHB 2 will be just like the DMG 2. NOt neccesarily official rule changes, but suggestions for advanced features... It'll be like the prestige class for the phb .

I just picked up the DMG 2 today, and while I haven't really read through it, a cursory flip-through of it didn't show alternate rules, but DM aids. A premade town (Saltmarsh! Yay, Greyhawk!), pre-made NPC encounters, pre-made adventure ideas and campaign suggestions and so forth. In short, an extension of the existing DMG, with much less emphasis on rules, but instead on implementation. Oh, and more magic items and goodies such as that.

Booyah.
 

The Shaman said:
No amount of spine-stiffening is going to reduce the time it takes me to write out stat blocks - I find developing high-level NPCs and unique monsters a chore, plain and simple, and I want a system that makes my adventure writing easy first and foremost, detail be damned.

Um, if "detail be damned", you already have the answer: forget the details. Don't write out statblocks for your NPCs, just figure out class(es) and levels, and thus approximate saves, BAB, max skills, etc. And that's it.
 

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