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5e D&D classes

Started by S'mon, November 06, 2017, 06:45:52 PM

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RPGPundit

I guess I'd say I'm a fan of the four basic classes.
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TrippyHippy

The curious thing about D&D 5E is how ubiquitous spell casting is now. Almost all the Classes use magic now - increasing the utility of the spell lists at the back, which is possibly the point. It's interesting, however, that non-magic Classes like Fighter and Rogue (assuming they aren't being Eldritch Knights or Arcane Tricksters) remain the most popular overall (according to D&D Beyond, anyway).
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Larsdangly

D&D only makes sense as a system if you either have 2-4 classes or a billion. I suspect I would prefer a version that has 1 class, but I've never seen a really complete OSR game that takes that angle.

TrippyHippy

#93
Quote from: Larsdangly;1007455D&D only makes sense as a system if you either have 2-4 classes or a billion. I suspect I would prefer a version that has 1 class, but I've never seen a really complete OSR game that takes that angle.
Well, you could just choose a system like RuneQuest that has no classes, and instead base identities on group affiliation or the like.

For me, I like the basic Classes of D&D as it stands, but hope that they don't do a Pathfinder/3E and start inventing Classes with weak niches or archetypal identities - which eventually creates a bloat of choices with no real personality.

Having about 12-13 Classes, maybe up to 15 (the upcoming Mystic and Articifer might be OK in some campaigns, Dark Sun and Ebberon respectively).  We've all grown up with most of them, anyway.
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fearsomepirate

An Open Hand monk doesn't really need to use ki to Dodge, since your Flurry of Blows can take away enemies' reactions. When you flurry, you should pretty much always cancel the enemy's reaction with the 1st hit, and if the second lands, either push or knock down.
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