Originally Posted by Theliel
Originally Posted by WarBaby2
Originally Posted by someoneinatree
Originally Posted by Yezam
It should be win win as for a video game... As for the fights noone likes a pure fighter you cannot multiclass, because he would be plain boring


I honestly don’t get this as a response. 5e’s subclass system means that there’s plenty of ways to make martial classes unique, in what personally I think are much more interesting than 3e’s obsession with multiclassing. Even pure martial builds are more interesting with things like superiority dice.

Currently the character creation for this game needs considerable work to make how these options will open up further down the track more visible. Not knowing about Eldritch Knight possibilities when you select Fighter at lvl1 seems like a big oversight.


This. 5e classes really start getting interesting after lvl 3, when all the archetypes come into play.

Well, the martial characters have to wait until level 3. Everyone else gets more toys earlier.

Which is by design. WotC's belief was that Martial classes should be simple and for 'new players', and Wizards/Clerics/Warlocks/Druids/Bards are for people "with more experience" - This is why characters were significantly weakened and level 3 is now the equivalent to level 1 in all other editions; but casters still keep the same spell progression. At the time when fighters/rangers/paladins are getting signature class abilities, spellcasters get signature abilities & 2nd level spells.

There was intended to be a 'tactical module' released for 5e that would give us the complex fighter and rogue but that changed when WotC decided 5e was going to be an 'evergreen' product with minimal changes and hire 3rd parties to do ad-hoc releases and an occasional book of 'optional' rules every so often.

Subclasses alone are not going to fix the fact that the core fighter is intended to be "i hit it with my axe" and occasionally, "i hit it with my axe multiple times". Champion does tons of damage, but this is your turn, every turn.

Without additional rules to hook into, that's about all 5e fighters get. Especially with return to 3.x's nerf to AoO's (They weren't called that in OD&D->2nd ed, but every edition but 3.x & 5th if someone did something dumb in front of you, you got a chance to attack. In 4e fighters got riders on this attack, in AD&D they got their full attack progression with no limits. As many people discovered in the SSI Goldbox games). Currently there's no reason for NPCs to not focus fire on the casters, and then deal with the fighters because the fighters do single target damage, but the casters cantrips are long ranged, have riders, and they can spend spell slots for AoE.


Casters can be tanky. Right? I feel like min maxing allready. I don't wanna spoiler builds or anything if it is the DnD I know there will be plenty of options. I am not familiar with 5e anyway. If there is an ingame balance for gameplay, ofc it would be good. As for the gameplay it can be a boon, if you can balance the complex. You gotta grow with challanges, but you cannot confuse mechanics is my point.

Last edited by Yezam; 09/10/20 02:50 AM.