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General Tabletop Discussion
*TTRPGs General
Why adhere to the "core" classes? Why not deconstruct for flexibility?
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<blockquote data-quote="Kae'Yoss" data-source="post: 2307852" data-attributes="member: 4134"><p>I want my classes, at least for D&D. Some refinement and tweaking to get a(n even) better set of core base classes, and maybe doing away with multiclass restrictions.</p><p></p><p>I have no problem with multiclassing to get what I want. That's what multiclassing is there fore.</p><p></p><p>In fact, I'd like to improve on the multiclass system by giving out fractional attack and save bonuses (so the rogue/druid won't have a worse BAB than a straight wizard at level 2) and maybe doing something for multiclassing spellcasting classes (base caster level or something)</p><p></p><p>I think that classes are one of the defining aspects of D&D.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 2307852, member: 4134"] I want my classes, at least for D&D. Some refinement and tweaking to get a(n even) better set of core base classes, and maybe doing away with multiclass restrictions. I have no problem with multiclassing to get what I want. That's what multiclassing is there fore. In fact, I'd like to improve on the multiclass system by giving out fractional attack and save bonuses (so the rogue/druid won't have a worse BAB than a straight wizard at level 2) and maybe doing something for multiclassing spellcasting classes (base caster level or something) I think that classes are one of the defining aspects of D&D. [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
Why adhere to the "core" classes? Why not deconstruct for flexibility?
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