Charlaquin
Goblin Queen (She/Her/Hers)
That’s terrible advice. If game designers followed this heuristic, there would be no feats and no subclasses. Literally everything can be padded out into a full class. But a good game designer understands that options that don’t add anything meaningful to the game are bad for the game. A good game designer has clear design rationale, and writes options to satisfy that design rationale in the most efficient way possible. A good game designer constantly fights with Tyler Durden and doesn’t put a new element in the game unless he wins.Never relegate what could be a subclass to a feat, or what could be a class to a subclass.
What is the design rationale for this class? What does it add to the game? If the only answer is “it lets someone play a character built around fighting with guns,” then it’s not worth a full class writeup, because you can do that in a simpler way. 80% of what’s going into making “guy who’s Defining Thing is using guns” is worthless filler.The fact that something can be a feat, does not mean that a feat is the best way to model that thing. Gunfighting is a great example. The basic ability to shoot guns is just proficiency with a weapon type. That’s fine. Like all weapon types it should have feats and fighting styles (in 5e terms). But the Gunslinger is a hell of a lot more than just a person who can shoot guns proficiently. It is absolutely the sort of concept that, assuming it fits the campaign, should be able to be the primary defining focus of a character. Feat chains don’t do that sort of thing well at all. Feats are awful at primary defining focus. Especially feat chains.
If it’s a concept that can be a class, and that people want to make The Thing that defines their character, that weighs heavily in favor of being a class concept.