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Xanathar's Guide to Everything: What subclasses made the cut?
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<blockquote data-quote="guachi" data-source="post: 7244869" data-attributes="member: 6785802"><p>I almost always DM. But as a player I'm immediately drawn (moreso in 5e) to characters and concepts that *don't* require magic. Magic is so omnipresent that I love fun concepts that spark my imagination that don't require magic, especially if that concept is one we can imagine on Earth.</p><p></p><p>I loved the swashbuckler. No magic, but *tons* of fun. I imagine a pirate (it was in the Waterborne UA) or a Three Musketeer.</p><p></p><p>The Fighter/Scout is a great mixture of the Battlemaster, Ranger, and Rogue. In fact, it lifted abilities directly from them and added the unique maneuver to use dice to add to a skill check. The fact it lifted abilities directly from other classes is a strength and weakness. It makes it really easy to balance and understand the abilities. But doesn't make it unique. However, we have three full arcane casters and multiple classes that get two attacks at level 5/6. </p><p></p><p>I love the Battlemaster, Ranger, and Rogue. Getting it all in one class with no magic was a dream come true. I got everything I wanted in one class. The Fighter/Scout is incredibly fun to play.</p><p></p><p>You can be useful in the Exploration Pillar. It's a revelation of awesome. You can even be a Shield Master fighter with no need to dip one level of Rogue for expertise as you can use your done to get the Bash off successfully.</p><p></p><p>And the Fighter/Scout is lulz combined with a Rogue. 4 skills and 2 expertise from Rogue, 1 from variant human, 2 from background, 3 from Scout = 10 skills + 2 expertise.</p><p></p><p>It's more fun without using magic than one should reasonably be allowed to have in D&D. Since I only play in AL once a week it means I can never play the most fun class. </p><p></p><p>I created a Fighter/Scout as a DM as one of the players was an elf who adopted a Dwarf. The game is set in Mystara so all elves are magical and no Dwarves can be arcane casters. The dwarf thinks he's an elf and uses his maneuvers to "cast" spells like he's a real life elf Ranger. The player liked my interpretation of her adopted dwarf child better than hers. </p><p></p><p>She started playing it when the party lost four players and the two remaining players each played two players (party is now back to five players). So she played mother and son.</p><p></p><p>The versatility is amazing. It's so fun feeling *useful*. Sure, its ways to deal damage aren't flashy, and that probably draws eyeballs of playtesters, but being and feeling useful is fantastic.</p><p></p><p>The Rogue is already useful in Exploration. Giving the Scout to the Rogue is just dumb.</p></blockquote><p></p>
[QUOTE="guachi, post: 7244869, member: 6785802"] I almost always DM. But as a player I'm immediately drawn (moreso in 5e) to characters and concepts that *don't* require magic. Magic is so omnipresent that I love fun concepts that spark my imagination that don't require magic, especially if that concept is one we can imagine on Earth. I loved the swashbuckler. No magic, but *tons* of fun. I imagine a pirate (it was in the Waterborne UA) or a Three Musketeer. The Fighter/Scout is a great mixture of the Battlemaster, Ranger, and Rogue. In fact, it lifted abilities directly from them and added the unique maneuver to use dice to add to a skill check. The fact it lifted abilities directly from other classes is a strength and weakness. It makes it really easy to balance and understand the abilities. But doesn't make it unique. However, we have three full arcane casters and multiple classes that get two attacks at level 5/6. I love the Battlemaster, Ranger, and Rogue. Getting it all in one class with no magic was a dream come true. I got everything I wanted in one class. The Fighter/Scout is incredibly fun to play. You can be useful in the Exploration Pillar. It's a revelation of awesome. You can even be a Shield Master fighter with no need to dip one level of Rogue for expertise as you can use your done to get the Bash off successfully. And the Fighter/Scout is lulz combined with a Rogue. 4 skills and 2 expertise from Rogue, 1 from variant human, 2 from background, 3 from Scout = 10 skills + 2 expertise. It's more fun without using magic than one should reasonably be allowed to have in D&D. Since I only play in AL once a week it means I can never play the most fun class. I created a Fighter/Scout as a DM as one of the players was an elf who adopted a Dwarf. The game is set in Mystara so all elves are magical and no Dwarves can be arcane casters. The dwarf thinks he's an elf and uses his maneuvers to "cast" spells like he's a real life elf Ranger. The player liked my interpretation of her adopted dwarf child better than hers. She started playing it when the party lost four players and the two remaining players each played two players (party is now back to five players). So she played mother and son. The versatility is amazing. It's so fun feeling *useful*. Sure, its ways to deal damage aren't flashy, and that probably draws eyeballs of playtesters, but being and feeling useful is fantastic. The Rogue is already useful in Exploration. Giving the Scout to the Rogue is just dumb. [/QUOTE]
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