I am not a fan of 5th Edition’s approach to classes, even with the introduction of subclasses: you pick a class, then a few levels in pick a subclass, and aside from some stat boosts/feat choices your character is effectively on rails for the rest of the campaign.
The rationalization is that it allows a player to manage complexity in the game: if you want to play a complex fighter then you go with gladiator, and if you want to play a simple one then you go with warrior. The problem is that you cannot change your path after you choose it, and you cannot play a fighter that can use maneuvers and defend your allies.
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Also, I guess all fighters capable of using maneuvers are gladiators? |
Why does it have to be like that? Why let players only make a few decisions? What about a new player who starts out taking simple options, but as she becomes more used to the system wants to branch out into maneuvers? What if the character concept shifts over the course of play, like a rogue that decides later on to become a shadowdancer? Are you just supposed to just roll up a new character?
Why not give each race, class, and maybe even race/class combination access to a list of class features? You could even rank them by complexity (something that 13th Age does with classes), so that if players want to stick with the easy stuff they can without having to sift through a bunch of options. You could also provide sample archetypes with recommended features. This would make it a lot easier to accommodate organic character growth, and sounds ultimately much more satisfying than locking a concept in very early on in the character’s career.
One of the things I love about 4th Edition was how powers made classes feel and play very differently from each other: fighters did not feel like warlords, who did not feel like rogues, who did not feel like rangers (despite sharing the same power source/role combination). It is because of this that I am concerned about the warlock and sorcerer being relegated to mage subclasses: 4th Edition made them conceptually and mechanically distinct, things that 5th Edition lacks (mostly within a class, but even outside to a point). The bit about sharing spells and feats does not help.
While the article specifically mentions focusing on what makes them unique and interesting, I have not seen anything unique or interesting about magic in Next ever since they culled the sorcerer and warlock. Yeah there is probably a year or so before the game gets released, but from what we have seen I am fully expecting each subclass to have its own spellcasting mechanic, none of which will make any sense, be interesting, or really evoke the concept of the class it is being used for.
On the plus side it is good to hear that warlords will have non-magical healing. I wish the game did not require access to constant, adventure pace-destroying healing, but it is something.
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No, I am not entertained. |