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2 years ago ::
Oct 14, 2011 - 9:46AM
#1
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Date Joined:
Mar 26, 2007
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I think they may be be moving towards less classes, similar to the 2nd Ed Groups, and have subclasses as options within (like Kits); instead of a plethora of independent classes.
So you might have Warrior (Defender Warrior = Fighter, Leader Warrior = Warlord etc); Wizard (Controller Wizard = Mage, Defender Wizard = Swordmage, Striker Wizard = Warlock etc).
Anyone else get that feeling?
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2 years ago ::
Oct 14, 2011 - 11:28AM
#2
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What, you mean in 4e? No? Swordmage is its own class, with its own powers. Unless they do something like merge the two, but I honestly can't see them doing that, particularly since Bladesinger is 'Swordmage, but Wizard'. I do think that we have probably seen the last of straight AEDU classes, though. I highly doubt any new 'base' class will ever get published, and from here on out all classes will be subclasses. While I am on one hand sad, at the same time it does sort of make sense. Eventually, you just run out of design space. Now what I'd like them to do is put in more support for the existing base classes. Not just more powers/paragon paths (though those are good too -- I really enjoyed the recent Artificer article). I really, really liked what they did with Martial Power 2, providing the ability to change your existing class features out for other things. They sort of continued that trend with Battle Cleric's Lore. Now, gib moar.
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2 years ago ::
Oct 14, 2011 - 11:30AM
#3
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Not really. That was sort of the design direction they've been in for the entirety of 4th ed when you consider the power sources. They have since made sub-builds of certain classes like the knight/slayer for fighter for example. I think they are more just trying to expand the existing options of classes that already exist rather than add new power sources or fully brand new classes. This way a lot of the feat support already in print can cover more classes instead of a bunch of seperate classes with hardly any feat support.
Off the top of my head we've got... 3 fighters 2 assasins 2 druids 2 rogues 2 warlocks 2 wizards (almost no difference) 2 clerics(see above comment) 2 rangers 3 paladins
All those are due to essentials making narrower builds. I do like my broader more option heavy 'core' classes but I'm also really partial to the focused path of essentials if it fits what I had planned for my character. If you wanted to play a certain type of fighter/wizard/cleric before you'd only have maybe 1-2 options to choose from per level anyway if that so it's not like much has changed in that regard. I mean all the alternate builds in the power books like rattling rogues and tempest fighters already feel close to essentials classes as far as build options go the only difference being a reliance on mba's for the most part.
tldr: Tons of choice currently, not much different than before, play what fits your character.
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2 years ago ::
Oct 14, 2011 - 11:34AM
#4
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Actually, there's three Wizards. Arcanist, Mage and Bladesinger. With Witch coming in November. EDIT: And three Warlocks (Warlock, Hexblade, Binder). EDIT2: And three Rangers! Ranger, Scout, Hunter. I should really read more.  a
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2 years ago ::
Oct 14, 2011 - 12:11PM
#5
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Date Joined:
Jun 15, 2008
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I think they may be be moving towards less classes, similar to the 2nd Ed Groups, and have subclasses as options within (like Kits); instead of a plethora of independent classes.
So you might have Warrior (Defender Warrior = Fighter, Leader Warrior = Warlord etc); Wizard (Controller Wizard = Mage, Defender Wizard = Swordmage, Striker Wizard = Warlock etc).
Anyone else get that feeling?
Future as in a newer edition?
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2 years ago ::
Oct 14, 2011 - 12:24PM
#6
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Date Joined:
Apr 12, 2008
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While I don't see D&D ever doing it (classes are too much a part of D&D), I have long thought it would be fun if they implemented something like the following:
Pick a race. Pick a role. Pick a Power Source. Pick your powers from a large list that is at the intersection of your preferred role and power source.
For example:
I want to be Eladrin. Done. Note any racial features. I want to be a striker. Okay. Notated for later use. I want to have the Martial power source. Check. I flip to the list of powers for Striker/Martial and choose 2 at-will, 2 encounter, etc. Pick weapons / armor / equipment. Pick a title for the "class" I just created. Done.
There would still be a several "example" classes, such as the traditional Fighter, Wizard, Cleric, etc., and they would contain all of the info needed to play them. Call them "pre-packaged classes" so to speak. These would be good for those people who either want a quick-play option, don't really care about "total customization" quite as much, or are simply happy with them as they are presented.
I realize D&D would not likely ever reach this point, but since we're just tossing stuff out, there ya go.
In fond memory of Mark "Wrecan" Monack.
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2 years ago ::
Oct 14, 2011 - 12:37PM
#7
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Date Joined:
Oct 26, 2008
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Well, I think I remember reading something about getting the E-Sorcerer and Wu Jin(subclass most likely wizard because they get everything) in I think Heroes of the Plane Above or something, can't remember specifics.
Then again, during a convention or interview or something one of the D&D guys said that after Heroes of the Feywild they wont be doing any new classes or races, which every assumes means any classes will just be subclasses.
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2 years ago ::
Oct 14, 2011 - 12:55PM
#8
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Date Joined:
Oct 24, 2001
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I think they may be be moving towards less classes [...] Anyone else get that feeling?
As much as I would prefer a fewer-classes approach for D&D, I do not get the feeling that such a preference will be honored in the least. Fine-grain class differentiation is the way D&D has operated in the past, how it currently operates, and how it will operate in the future.
Unless you mean a reduction in the rate at which 4e adds new classes, inc which case, I think that is the norm for every edition. There are fewer ideas left.
Here are the PHB essentia, in my opinion: - Three Basic Rules (p 11)
- Power Types and Usage (p 54)
- Skills (p178-179)
- Feats (p 192)
- Rest and Recovery (p 263)
- All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago ::
Oct 14, 2011 - 1:30PM
#9
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Date Joined:
Sep 26, 2001
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I think they may be be moving towards less classes, similar to the 2nd Ed Groups, and have subclasses as options within (like Kits); instead of a plethora of independent classes.
So you might have Warrior (Defender Warrior = Fighter, Leader Warrior = Warlord etc); Wizard (Controller Wizard = Mage, Defender Wizard = Swordmage, Striker Wizard = Warlock etc).
Anyone else get that feeling?
That's certainly how Essentials is organized, only not so much around roles. For instance, all the Wizard sub-classes are controllers. It /is/ very much like 2e, you have the Class taking the place of the 2e Group, and the sub-class taking the place of the 2e Class. The odditty is that Class still has it's own, legacy, write-up, which had to be re-defined as a subclass. So we now have, for instance, Archanist, Mage, Bladesinger & Witch - but no /actual/ Wizard. Wizard is no longer a playable class, but an umbrella for those subclasses.
Themes are a lot closer to Kits than sub-classes or builds are.
To further confuse the issue, there are still builds. An Archanist can still be one of several implement-masteries, a Mage can be specialized in one of several schools. The complete list of Wizards really looks like this:
Orb of Imposition Archanist Staff of Defense Archanist Wand of Accuracy Archanist Orb of Deception Archanist Tome of Readiness Archanist Tome of Binding Archanist Enchanter Illusionist Evoker Pyromancer Necromancer Nethermancer Bladesinger Witch
And, like I said, they're /all/ controllers. Clearly, the game needs 14 arcane controllers.
Then there's the Fighter with:
Gaurdian Weaponmanster Greatweapon Weaponmaster Battlerager Weaponmaster Tempest Weaponmaster Arena Weaponmaster Brawling Weaponmaster Knight Slayer
All but one Defenders - clearly, the game needs 7 martial defenders. And, in spite of the number of Ranger and Rogue striker variation, an extra martial slayer, too.
Prior to Essentials, Builds were much like sub-classes or kits, anyway. Six of those wizards ands 5 of the fighters are all pre-E builds. So there was always some flexibilty in using a class to represent different concepts, even different secondary roles.
I think what's really behind the shift is a different way of building classes. In 4e, for a class to justify it's existance, it had to propperly fill a Role, and it had to clearly represent a Source. That's not to say classes existed just to fill a 'grid' with Source & Role each being an axis - though, every Source but Martial /did/ have it's 'grid' filled. Rather, if a class concept didn't clearly belong in a Source or didn't clearly fulfill a role, it was deemed an inadequate concept. In Essentials, concept comes first. So if there's a class concept that blurs Martial & Primal, that's OK. If there's a class concept that can't quite fulfill either the Controller or Striker roles, but does quite a bit of each, that's OK. If as concept is too weak or too powerful, again, doesn't really matter, get it as balanced as possible within concept.
They may also be consciously or unconsciouly immitating AD&D - Mr Mearls has frequently waxed rhapsodic about his early gaming experiences.
Now, another question is: will classes keep heading that way? Well, as long as the game orbits Essentials, sure. In a possible future 5e, maybe not. Industry rumor has it that Mr. Cook is on board to develop 5e, and he developed 3e. 3e did /not/ take the heirarchical aproach to classes that 2e did and Essentials does - rather, classes were modular. You created a concept by building it with class-levels, like creating a mosaic picture from different-colored bits. I'd expect him to provide the player with a lot of mix-n-match options. Maybe not via multiclassing as it existed in 3e or 4e, but through some mechanism. If there are still powers, for instance, it'll probably be possible to lay your hands on just about any power combination, given sufficent system mastery.
Personally, from the moment I first started paging through 4e, I saw another way the system could have developed:
Instead of having each class have it's own exhaustive (cool-name-consuming) list of powers, have powers grouped by Source, and have Role-support handled by class features. Players would have more power choices for their charcters, while developers would have to create fewer powers.
The big stumbling block, of course, is the Controller role. To an extent, I think, the controller doesn't exist as a role, so much as a way to grandfather in the Wizard. Wizards, and the other controllers who followed, have their role support wrapped up in their powers - big areas and heavy conditions - effectively, they have better powers than other roles.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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2 years ago ::
Oct 14, 2011 - 2:04PM
#10
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Date Joined:
Mar 26, 2007
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Actually, there's three Wizards. Arcanist, Mage and Bladesinger. With Witch coming in November.
And Sha'ir (apparently) coming up in Heroes of the Elemental (plane below) Chaos.
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