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General Tabletop Discussion
*Dungeons & Dragons
Would Sub-class Feats Solve a Problem? (Is there a problem?)
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<blockquote data-quote="Pauln6" data-source="post: 7180197" data-attributes="member: 6777422"><p>There are many ways to distinguish sub-classes, including the existing feats but the key is to build to a concept rather than to build for optimisation. </p><p></p><p>I played in a group that had two warlock-rogues (fey/arcane trickster; fiendish (re-skinned as a shadow mage by mixing subclass features)/arcane trickster; and a shadow monk with eldritch blast from Arcane Initiate feat). Because Eldritch blast is so useful it did feel like all three of us spent a lot of time just blasting stuff every round and it made us feel very samey in combat, despite different spells, flavour, and abilities. Admittedly, the monk had a lot of awesome tricks instead of a wide array of spells and my tome warlock rules outside of combat, with at-will levitation, mage hand.</p><p></p><p>In the end, I re-tooled my warlock, went Swashbuckler rogue in place of Arcane Trickster and picked up some wizard spells from Arcane Initiate as compensation. I ditched Eldritch Blast completely. I know it's amazing but I just had to make my PC more distinct so my go-to ranged spell is now Firebolt.</p><p></p><p>The point is that player choices can help to make the sub-classes more distinct but there are rarely multiple optimal choices. Build the concept IMO. Obviously, more feats generally will help with this! I hope the new book has a few.</p></blockquote><p></p>
[QUOTE="Pauln6, post: 7180197, member: 6777422"] There are many ways to distinguish sub-classes, including the existing feats but the key is to build to a concept rather than to build for optimisation. I played in a group that had two warlock-rogues (fey/arcane trickster; fiendish (re-skinned as a shadow mage by mixing subclass features)/arcane trickster; and a shadow monk with eldritch blast from Arcane Initiate feat). Because Eldritch blast is so useful it did feel like all three of us spent a lot of time just blasting stuff every round and it made us feel very samey in combat, despite different spells, flavour, and abilities. Admittedly, the monk had a lot of awesome tricks instead of a wide array of spells and my tome warlock rules outside of combat, with at-will levitation, mage hand. In the end, I re-tooled my warlock, went Swashbuckler rogue in place of Arcane Trickster and picked up some wizard spells from Arcane Initiate as compensation. I ditched Eldritch Blast completely. I know it's amazing but I just had to make my PC more distinct so my go-to ranged spell is now Firebolt. The point is that player choices can help to make the sub-classes more distinct but there are rarely multiple optimal choices. Build the concept IMO. Obviously, more feats generally will help with this! I hope the new book has a few. [/QUOTE]
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Would Sub-class Feats Solve a Problem? (Is there a problem?)
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