D&D Lead Designer wants "LESS Classes in the Core Game"

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Bob World Builder

Bob World Builder

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Chris Perkins has some drastic ideas for how he would redesign D&D 5e! ...Hey, wait. He IS one of the lead designers behind the D&D 5e core rules update! ▶️ More below! ⏬
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00:00 wotc wants fewer dnd 5e core classes
00:44 ...but what do YOU think?
02:05 how NEW players see 5e classes
03:48 dnd didn't always have 12 classes
05:25 subclasses for every theme!
07:46 WHY dnd classes won't change
#dnd #dungeonsanddragons

КОМЕНТАРІ: 2 100
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
💥 My book, Delve, is LIVE on Kickstarter! www.kickstarter.com/projects/bobworldbuilder/delve-5e-shadowdark?ref=apoi0j
@arbhall7572
@arbhall7572 14 днів тому
I'm of the opinion that hame designers fir already complete games, are an arrogance that is 100% unnecessary.
@Stone_Orchids
@Stone_Orchids 14 днів тому
Lol we need more classes and he want less
@theGhoulman
@theGhoulman 14 днів тому
Where the frell did you find a corduroy blazer? Did you go back in time to the 70s??? lol
@DoubleCritFail
@DoubleCritFail 12 днів тому
Looks like an awesome project! Looking forward to seeing more about Delve.
@MrBoredinthedorm
@MrBoredinthedorm 14 днів тому
I am squarely in the "5e is still missing classes" camp myself.
@ChartreuseDan
@ChartreuseDan 13 днів тому
Examples?
@MrBoredinthedorm
@MrBoredinthedorm 13 днів тому
@ChartreuseDan biggest one is the Martial battlefield control, enter 4e Warlord. I am currently playing a 5e conversion in a live campaign. Been playing since level 1 and we just hit level 14. It is a blast to play as long as you like to help make others shine. Being able to move people around, give them extra attacks, chance to hit, defense, etc. is so much fun. The second is a true spellblade class. 5e has plenty of martial with a dip of magic or magic with a bit of stabby, but misses the mark in my opinion. Shout out to u/fanatic66 for his "Blast from the 4e Past: Warlord and Swordmage" classes. The third one I wish we had was a dedicated pet class that focused on one big summon. Pathfinder has the Summoner and u/FragSauce made one called the Soul Binder that I think does the archetype justice. I'm sure I could think of a few more, but those three I would love to see the most. Edit: spelling - bet to pet
@ChartreuseDan
@ChartreuseDan 13 днів тому
@@MrBoredinthedorm While I've personally never really felt those gaps in 5e (I'd most be with you on the summoner one but conjured creatures in 5e can be a bit of a nightmare for the table) you've definitely made a good point well 👍
@swaggyseal
@swaggyseal 13 днів тому
@@ChartreuseDan the pathfinder summoner is actually stupidly well balanced. it'd be pretty close to the 5e beastmaster (revised of course), and if a similar class appeared in 5e the power budget could just be partially shifted into the pet, maybe sitting around a 50/50 balance of power budget.
@xolotltolox7626
@xolotltolox7626 12 днів тому
​@@ChartreuseDanhave you ever played anything other than 5E?
@NocturnalPeacock
@NocturnalPeacock 14 днів тому
Sounds a lot like the "Shadow of the Demon Lord" approach, a former 5e designer, Robert Schwalb, developed. The 4x iconic classes (warrior, rogue, priest, wizard) you can freely combine with Sub- and Sub-subclasses of your choice. Rogue-Warlock-Diplomat, Wizard-Barbarian-Bard, Priest-Ranger-Sharpshooter are all legit in this very close to 5e system
@shawnpeterson2523
@shawnpeterson2523 14 днів тому
I’ve not looked into that. Should I?
@floofzykitty5072
@floofzykitty5072 14 днів тому
Compared to a lot of other class based TTRPG systems, 5e actually makes multiclassing pretty difficult with its' multiclassing requirements.
@synmad3638
@synmad3638 14 днів тому
​@@shawnpeterson2523it's pretty good!
@Suavek69
@Suavek69 14 днів тому
​@@shawnpeterson2523yes, but it's complicated. The default setting is very edgy. Even more so the spells. But it's an amazing game if you're into that. But if you are used to "combat as sports" approach, which is typically how 5e is run, you might find combat difficult to balance. Tl;dr if you don't mind the possibility of players losing and either enjoy edgyness or can balance it at the table, the game is fantastic
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
I like the sound of that!
@dennismoon6693
@dennismoon6693 13 днів тому
My first thought on seeing this (and before watching) was "Yes, too many classes in the core game. Save some of them for additional supplements that we can make players pay through the nose for."
@StarAllKungfu
@StarAllKungfu 4 дні тому
Thought the same. That way if the other content is shiet people will still pay for the totem barbarian or whatever. 😂
@madelinelove5150
@madelinelove5150 12 днів тому
Ngl I think a game like d&d should have a lot of classes, because the game is build around classes. More classes means more variety, less classes means less variety. If I want something with a small amount of classes, I'll play something without classes, like fate, or mutants and masterminds. A big part of d&d and similar games (like pathfinder) is the classes, and the huge number of classes is honestly something that makes me like pf2 a lot more than d&d already
@digitaljanus
@digitaljanus 14 днів тому
Chris Perkins: "If I could go back in time and tell me back in 2012 that 5e wouldn't be the last edition of D&D intended to appeal to the last gasp of nostalgic fans before we all were laid off, but instead become the most popular version of D&D ever made, I would have done things differently."
@snoochieboochies2011
@snoochieboochies2011 10 днів тому
so true.
@brianzmek7272
@brianzmek7272 8 днів тому
And then his changes reverse the outcome.
@bye1551
@bye1551 7 днів тому
"if I could risk immense success, I'd have made the game espousally worse."
@orest58008
@orest58008 14 днів тому
I think the classes need to be more distinguished. I like how playing warlock feels significantly different from playing wizard and not just wizard with less spells known and more cantrips or whatnot and I want to see more classes playing with core D&D mechanics like spellcasting and fighting.
@anonymouse2675
@anonymouse2675 14 днів тому
Yeah, their base mechanics do need to feel unique and distinguished, and to be useful as well. Looking at the example of Wizards and Sorcerers, your choice is basically Wizard or diet Wizard now with metamagic... But you can take a feat and get metamagic on a full flavor Wizard, so what`s the difference? Fewer spells? No book? "where they get their spells from" is more flavor than mechanics. How about Rangers? What the heck are they trying to be? A weird Fighter of some kind? A spellcaster or healer maybe? A pet class? "Shooting Arrows" can be done just as well on a Fighter, and there are subclasses like Eldritch Knight that can cast spells, so... What mechanic actually makes them unique and useful?
@ethans9379
@ethans9379 14 днів тому
This. I like having more classes as long as they're still thematically and mechanically distinct. Sorcerers and wizards should feel different when you play them, otherwise people will just think of them synonymously. The same goes for several classes
@bennyh7524
@bennyh7524 14 днів тому
Yea, they all play totally different. In the other campaign I played, I had a Paladin. I switched him because the DM did not like me smiting everyone. So I made a Warlock Hexblade, and kept smiting everyone. Hot Take: In 5e all classes are balanced toward combat, therefore every character at level 1 has a +5 to hit rolls and a +3 to damage. All classes feel the same. Less classes might be a chance to have them have their niches. The Rouge does not need to be as competent in combat as the Fighter.
@TheGraphicOz
@TheGraphicOz 14 днів тому
@@anonymouse2675 I feel this so freaking hard. I understand the spirit behind the phrase, "flavor is free", but it really isn't. Mechanics matter, because mechanics help build the fantasy. The fact that most people can't find or explain the difference between sorcerers and wizards in a meaningful way demonstrates to me that either a) The mechanics poorly build the sorcerer's fantasy or b) The Sorcerer doesn't have a strong enough fantasy/identity to stand on its own As for the ranger, while I do think it has its fair share of problems, I think the biggest problem it has is existing in the current play culture of 5e. A play culture that no longer engages in the old procedure of play, where you must survive and navigate a wilderness before even arriving to the dungeon you're trying to raid for treasure. People actively despise this part of the game and skip over it entirely, taking the ranger's intended niche right along with it. Same reason why the lack of solid, well-defined crafting rules leaves the artificer feeling lackluster.
@anonymouse2675
@anonymouse2675 14 днів тому
@@TheGraphicOz The sad part about Sorcerers, is that WotC missed an opportunity to make them super unique with the whole "They don't learn magic, They ARE magic!". They could have done something like the Bladesinger or even Pathfinders Magus class Channel die and Spell Strike as base Sorcerer, then work from there. I mean really, if you have the blood of Dragons flowing through your veins, why are you so squishy? Something like that. And I agree about basically glossing over wilderness survival, exploration, tracking, and especially travel basically being trivialized in 5e, thus sidelining Rangers. I can`t really blame DMs for this, as it was mostly poor design choices and a lack of mechanics on WotC`s part.
@andrewdiaz3529
@andrewdiaz3529 14 днів тому
"I'm Bob, Cosplaying as Professor DM"
@jasonp9508
@jasonp9508 13 днів тому
Four class groups is also how 2E was organized. And the sorcerer was added in 3E as a halfway alternative to Vancian spell slots.
@andyduvall7090
@andyduvall7090 14 днів тому
I always imagine Chris Perkins awkwardly glancing at 4e whenever someone asks him what he thinks DND should be
@meikahidenori
@meikahidenori 13 днів тому
Yes.... because we know what the original intention of 4e was but it never materialised. Now with more people using online Table tops and minatures you could probably go back to 4th and have zero problems unless you're a theatre of the mind player. (I personally pinch stuff from 4th edition all the time)
@mandisaw
@mandisaw 12 днів тому
They denounced 4e so hard, and yet fully half the things people like about 5e were intro'ed in 4th. Heck, a bunch of the folks theorycrafting in this comment section are basically just recreating 4e's class+powers build approach, if not going all the way to an entirely skill-based system like GURPS. WotC could release 4e next year with the serial numbers filed off and get away with it as smoothly as Paizo did (PF2e riffs on a lot of ideas from 4e, and has several designers in common).
@rekzors
@rekzors 11 днів тому
4E did so many things right.
@RobOfTheNorth2001
@RobOfTheNorth2001 9 днів тому
@@rekzorsand some really fundamental things wrong.
@rekzors
@rekzors 8 днів тому
@@RobOfTheNorth2001 I think the only thing 4E did overtly wrong was squishing skills too much, which is why broadened it back out a bit for 5e. Skill challenges were kind of poorly implemented, but I went in using Rodrigo Lopez's rules from Critical Hit. Grappling was a shit show, but it has been in every edition
@GhostCryProductions
@GhostCryProductions 14 днів тому
Meanwhile, at Paizo: okay people, I need three more classes each with at least 12 archetypes to choose from, I want a college textbook’s worth of detail for each archetype explaining the minor changes each one makes to the base class. And I want them on my desk in the next hour, or we’re feeding you all to the mouthing gibbers kept in the basement.
@strikerdx2
@strikerdx2 13 днів тому
Ironic because last stream announced 2 more classes making it 27 at this point. Dnd players deserve what they got idc
@GhostCryProductions
@GhostCryProductions 13 днів тому
@@strikerdx2 who has 27 classes? I assume you mean Pathfinder because 5e has 12 classes, 13 if you count Bloodhunter; to say nothing on subclasses.
@strikerdx2
@strikerdx2 13 днів тому
@@GhostCryProductions yep
@samuelwillliams7333
@samuelwillliams7333 9 днів тому
​@@GhostCryProductions DND 5e has 14 classes if you include Blood Hunter
@user-ni7ji3fb8m
@user-ni7ji3fb8m 8 днів тому
You describe it like it anything but bad, lol. Pf have zero stylistic consistency, and none narrative depth. Stinking pile of mmo design docs.
@Gators-yo5fk
@Gators-yo5fk 13 днів тому
I just hear “let’s sell the core game with only 3 classes Fighter, Ranger, and Wizard. Then we sell the other 9 classes in new books and content so increase sales”
@Pistonrager
@Pistonrager 6 днів тому
Ssssshhhh....
@trentkelly8131
@trentkelly8131 3 дні тому
I mean this is also a good reason to design a class system in general. Gives players restricted gameplay options so you can sell pay to win dlc later
@Pistonrager
@Pistonrager 3 дні тому
@trentkelly8131 known as power creep! Cause the bast stuff is almost always in the newest books.
@Gators-yo5fk
@Gators-yo5fk 3 дні тому
@@trentkelly8131 it all depends on the player
@timothyburbage
@timothyburbage 14 днів тому
The core ideas should be able to be expressed as potential Dwarf names for Snow White. Sneaky, Stabby, Spelly, Holy.
@johnbrewington2539
@johnbrewington2539 9 днів тому
Blabby, Punchy, Furry
@doogan3180
@doogan3180 8 днів тому
Angry
@2010AZ
@2010AZ 14 днів тому
Rocking the Prof. DM cosplay, you just need a Deathbringer stand-in now
@enoa4
@enoa4 14 днів тому
Great quote. Cosplaying as Professor DM. LOL
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
Ahhh why didn't I think of that!
@Malkuth-Gaming
@Malkuth-Gaming 14 днів тому
I mean hes married to the World Destroyer... :P
@TonyD-ox5nt
@TonyD-ox5nt 14 днів тому
World-Builder Here! Support the Delve Kickstarter and pick up some merch by clicking the links below!
@Max3110
@Max3110 14 днів тому
A lot of people in your poll wrote they wanted more classes instead of less. Which, the way dnd works, won’t happen unless it’s subclasses. Others swore on the quattrovirate: Fighter, Magic User, Cleric, Thief. These are obviously the simplest version and were the archetypes of dungeon crawling. With 5E it seems many focus less on dungeon crawls and want more story-informing options.
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
True, and since story can happen in dungeons too, more options are fun
@Max3110
@Max3110 14 днів тому
@@BobWorldBuilder I feel like an approach more akin to Pulp Cthulhu would solve that problem better but at the same time I feel like it doesn’t fit into DnD at all as CoC is skill and not class based/focused.
@aunderiskerensky2304
@aunderiskerensky2304 14 днів тому
first they come for the dungeons, then they take the dragons too. give it time.
@Max3110
@Max3110 14 днів тому
@@aunderiskerensky2304 honestly? My first dnd game ran for 2 years without featuring one dragon. Now my players nearly die from recklessly running into wyrmlings
@Jaws1375
@Jaws1375 14 днів тому
I'll be honest, I really don't like that the game is becoming more and more of a soap opera at more and more tables. I think it's largely due to newer players and DMs all still expecting everything to be akin to critical role, but there are better systems to tell drama-based stories. Combat and dungeon crawls should still be the main focus of the game system design for D&D.
@agilemonk6305
@agilemonk6305 14 днів тому
Love the business casual look Bob, along with the cool, smooth jazz music in the background. Smooth Bob, very Smooth Bob indeed. ❤
@cybernoid001
@cybernoid001 14 днів тому
I say every chance I get that the Ranger should have been a subclass of fighter. But I would be all for a 4 core class edition with all of the other options a subclass flavor. I think this is where 3.5 really shined with all of the feats and skills to choose from where your character really felt unique while they grew and leveled as those minor details basically allowed you to create your own subclass. I miss skill points and getting feats on a regular basis.
@deltablaze77
@deltablaze77 14 днів тому
I've wanted to develop some sort of 'free-form' leveling system, where different Features were available at different levels, and every time you level you could chose a level appropriate Feature. So it would be mix and match to a degree.
@natanoj16
@natanoj16 14 днів тому
there are many systems like tht in many different ways :) pf2E keeps the classes but has a lot of level appropriate level features :)
@natanoj16
@natanoj16 14 днів тому
PF2e also has around 20+ classes :P
@FrozenThrog
@FrozenThrog 14 днів тому
Take some inspiration from dragonbane. It does not even use levels, but allows for a lot of flexibility.
@kid14346
@kid14346 14 днів тому
I always laugh when I see 5e players essentially reinvent earlier editions or other games.
@deltablaze77
@deltablaze77 14 днів тому
@@kid14346 Which system?
@ZandyrBier004
@ZandyrBier004 14 днів тому
First, the 4 basic classes are enough for the starter set because it is saying “here’s dnd the game” and it functions more like a board game. Second, the main issue I have with this statement is that it would likely cut classes out of the PLAYERS HANDBOOK which is supposed to function as a textbook resource for everything a player needs to play DnD and then some. (Side note, would love to just fold XGE and TCE into the PHB) And finally, this feels like a first step to locking classes behind paywalls by making them available only in adventure modules or secondary resources.
@Xplora213
@Xplora213 14 днів тому
My guy, TSR put the entire modern subclass concept behind splatbooks for years. You behave like a business ain’t going to business. The extensive fluff in the various leatherette books is the reason that the game is what it is now. It’s not because of feat trees and other bloat. It’s because the game had depth in the late 80s.
@ZandyrBier004
@ZandyrBier004 14 днів тому
@@Xplora213 “business is going to business” is not a reason good enough for me to blithely accept it. It puts greater impetus on us to be more vocal about the products we are passionate about. The Lore of DnD is not DnD. DnD is Feat Trees and equations. Instead of solving for X, we add flavor to give understanding and instead, for example, solve for AC or Spell Save DC Dungeons and Dragons is a game system, a framework of rules to play a game in. Classes have different playstyles, roles to fulfill, and added flavor. DnD isn’t strong today because of its depth in the late 80s (though I’m sure it is an important factor). DnD is strong today because it has adapted its game system to be less complex and more accessible. I’m not against cutting/combining classes. But I’m against what cutting classes could lead to. The price of this game is going up, making it less accessible. Now it feels like they’re gonna start cutting features without lowering the price. But business is gonna business amiright? Guess I’ll just be quiet and take it. Sorry I spoke up, you’re obviously correct and all knowing. Could you please help lift WoTC’s boot? I’d like to lick it now.
@ZandyrBier004
@ZandyrBier004 14 днів тому
@@Xplora213 hey, I’m sorry about that last paragraph, I got a little worked up and should have taken a moment. I’m sorry about that.
@googloocraft1217
@googloocraft1217 14 днів тому
All the informations about the game is free online… so what do you mean paywalls…
@ZandyrBier004
@ZandyrBier004 14 днів тому
@@googloocraft1217 Internet access is still not a given to many people. It’s a service/utility you have to pay for that falls behind more pressing money requirements (rent, food, water). If people buy the PHB, it should have all the player assets they need to play the game.
@JesseSteinfort
@JesseSteinfort 14 днів тому
As always, great video. You are a kind and peaceful input to my day in a world of such anxiety and chaos. Thank you.
@aivehn
@aivehn 14 днів тому
When I started playing in 1978 there were only those four classes you mention: Fighter, Wizard, Cleric & Thief. Played long with those four, and multi-classing to get some fun combinations. With that said, I do enjoy having the multiple options of the newer classes. Great video, as always. Keep building those worlds, and helping us build ours!
@zerothehero6100
@zerothehero6100 14 днів тому
The 12 core classes in 5E really do highlight how they were developed over the years in past systems. Fighter, Cleric, Rogue, and Wizard are super basic, super archetypal, and distilled as much as possible. Everything else could be seen as a subcategory of one of those four, like a Barbarian being a kind of Fighter or a Bard being a kind of Rogue, because that's what they were in past editions. When you stop and think about it, the existence of core classes that are specialized clarifications of other core classss is a really awkward thing.
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
Yeah that's pretty much how I feel about it. It's cool to see the ones that have been raelly fleshed out into their own sort-of-archetypes. But at the end of the day, the fantasy literature that inspired D&D leans on: mage, warrior, scout
@shagohad3
@shagohad3 14 днів тому
Barbarian's been a separate class since 2e and Bard was more or less the games first prestige class all the way back in 2e. I want more classes, not less
@firnen_
@firnen_ 14 днів тому
It's quite the opposite to me. Having, for example, paladin be a cleric subclass would be really awkward. You would have to somehow cram smites, an aura, extra attack, lay-on hands and the level 20 transformation ability into a single subclass to preserve what makes a paladin a paladin, while losing all the flavorful option paladin subclasses themselves used to provide. If something is a class, then it can have a lot of different spins on the theme by having many different subclasses. If it is a subclass to begin with, then that's it, you're stuck with what's in that single subclass for your thematic options. You can roleplay differently, of course, but you don't have the mechanics to back it up.
@sebastiencarrieres8825
@sebastiencarrieres8825 14 днів тому
@@firnen_ Well an arcane trickster is kind of mage-thief. Nothing stops them from doing the paladin a fighter subclass with limited cleric spell casting and smites.
@gattzflappa6306
@gattzflappa6306 14 днів тому
@@shagohad3 You say that, but more classes means less versatility within a class, which leads to less character customization. Fewer classes means you can have much more versatile classes without the classes making each other redundant. It's also much cleaner from a rules crafting perspective. For example, in D&D 5e because barbarian, ranger and druid are all separate classes, making a wild shaping barbarian with an animal companion is a multiclassing nightmare. In a system with three classes (Mage, Fighter, Rouge) it's a dip into mage and leveling fighter the rest of the way out. You use feats and traits as you level to build your architype as opposed to piecemealing Frankenstein's monster out of premade architypes. In this case less can be more.
@HyperHardHead
@HyperHardHead 14 днів тому
For me, I understand that logically a bunch of the classes have a similar base flavour to them, but it's more about exploring chunky game mechanics. For example, if a barbarian was a fighter subclass, you'd have one subclass that rages, withstands more damage, deals extra damage etc. However, rage is such a fun and invocative mechanic that I think it deserves to be a class of it's own, and to explored further. This way, you can have various subclasses that all explore the rage mechanic in different ways! (Totem for varied animal themed rages, giant for growth in rage, wild magic for crazy magical bursts of energy etc.). More classes = more branches that can support their own leaves of unique gameplay flavour, so I'm always down for more base classes to explore ;P Also, it means if you have a group of friends that all want to be magic users, they can end up with totally different abilities and themes, and not just have the same base-class of "Magic-user".
@untapped8776
@untapped8776 14 днів тому
You can do the same even if Barbarian were a subclass, it would just take redesigning how the classes work in general. There would have to be two levels of "subclasses"- your "subclass" that gives you unique abilities, and a "specialization" that modifies those unique abilities and mechanics. The actual core "classes" would have to be much broader to compensate - you'd have a class that's for dealing and taking loads of damage, a class that's quick and sneaky, a magic-based class, all those. The things we know as regular core classes now would then become subclasses, and then the current subclasses would be specializations. It makes the system a bit more complex, but it is possible, and interesting.
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
You make a graet point about rage. The designers have over time created some mechanics that exist as almost archetypes of their own.
@zooker7938
@zooker7938 14 днів тому
​@@untapped8776That just sounds like going back to where we started but with extra steps.
@cylver3593
@cylver3593 14 днів тому
With One D&D bringing back the four original classes as class groups more or less accomplishes this, does it not?
@cylver3593
@cylver3593 14 днів тому
@@pedrogarcia8706 I had not heard of that. I guess we will see if the class groups makes it into the final product. Even if it does not, I like the idea of using the class groups for feat prerequisites or item prerequisites. Makes it easier to include without having to make them specific to one class.
@rustedbeetle
@rustedbeetle 13 днів тому
I loved playing the 3rd edition subclasses and prestige classes. My "fighter" in RPGA was a monk/fighter/barbarian/bear warrior/warshaper. That's what I would like to see in D&D again, more flavor sub or prestige classes. The branching out into the splat books was a fanastic source of making uniquely flavored characters.
@aski551
@aski551 9 днів тому
They did try once to merge classes. D&D 4th edition, where palading and bard were basically same class just renamed effects. I'd rather they go to prestige class route than try that again. This can be done well, but I doubt they can.
@angst_
@angst_ 14 днів тому
First Impression: I could imagine a more flexible character creation process where you select a subclass skill tree and that dictates things like hit die size, proficiency, spell list type (arcane, divine etc). Perhaps it's point based and/or prerequisite based so you could have more flexibility in mixing and matching special skills? While it would reduce the "Class" count, it would probably make character creation more complicated to maintain the same options.
@andrewcarter9649
@andrewcarter9649 14 днів тому
I was thinking the same thing. Character creation would become incredibly complicated to emulate the kind of options that are much more easily available in the current class/subclass breakdown.
@lordsergal8783
@lordsergal8783 14 днів тому
My First Impression was: wait a second, the whole reason Pointy Hat can't do "D&D with a Twist" about the Artificer because it isn't part of the core rules protected by the Fair Use policy. This sounds like they are trying to keep others from using their stuff again without changing the original OGLs wording.
@angst_
@angst_ 14 днів тому
@@andrewcarter9649 It would be cool if you could spend points as you level up to mix and match abilities though! (assuming you had the prerequisites and required levels)
@weylins
@weylins 11 днів тому
Take a look at Pathfinder 2e/Remaster and what it does with archetypes... many if which mimic what were prestige classes in 3.x. Especially if you use the Free Archetype optional rule. It's also how it handles the idea of multiclassing. Most of the archetypes granted new options every two or three levels. And you take those options with your class feats, without sacrificing any of your core class abilities like happened with 3.x multiclassing and prestige classes.
@Forgemane
@Forgemane 14 днів тому
As someone who came from 3.5 and Pathfinder primarily, I prefer the massive hodgepodge of classes offered by those systems. It's one thing to have a subclass of Sorcerer dedicated to runes, but it's a different feeling entirely to have an entire class that's balanced around the concept. However, I do appreciate that the designers want to keep the game simple enough to feel accessible to new players. It just feels like an unfair bastardization of the concepts of a psychic or blood magic when it's just flavor text and a couple of abilities on top of another class.
@Bluehairedgirl89
@Bluehairedgirl89 14 днів тому
Exactly!
@aurtosebaelheim5942
@aurtosebaelheim5942 14 днів тому
I feel like a lot of this is a limitation of 5e's subclass system - a class is always going to have certain core features and its subclass has a small set of features with a fixed power budget. Beastmaster has to be subclass because not every ranger wants a pet and subclasses can only add things. But a subclass doesn't have enough power budget to make a pet work. Also there can't be other subclasses that play off of an animal companion because you can only have one subclass and the pet isn't part of the core class. Also, there are a bunch of subclasses with one neat theme-agnostic feature that come bundled with so much flavour baggage because they have to fill the feature quota. Pathfinder's archetype system in comparison is a lot more freeform - it's free to choose what base features to swap out and can modify its power budget accordingly. I'm willing to bet that you can make a fighter with no core-fighter features (granted, it will probably suck, Advanced Weapon Training is baller and losing that hurts). I know that Spiritualist has an archetype that swaps out its ghost pet (its main feature) for a funky sword so it can be a psychic Magus. Alchemist can ditch bombs to gain sneak attack and drop mutagen for a different archetype. There are a handful of archetypes that can switch a class' spell list or change it from spontaneous to prepared or vice versa. A Psychic Sorcerer Subclass could be fine if it was allowed to say "You no longer choose spells from the Sorcerer spell list, instead choose spells from the Psychic spell list." Maybe change the selection of metamagics too. It would be a whole different class at that point, but I guess you wouldn't have to reprint the spell slots/spells known table.
@CrizzyEyes
@CrizzyEyes 14 днів тому
the subclass system in PF has virtually no limits, some can and do replace every single class ability with something else. IMO, the fact that entire classes exist for some of these concepts is wholly redundant. it's not just frustrating for new players, it's frustrating for anyone who doesn't spend hours poring over class options in their spare time, who has a character concept in mind and has to go through pages upon pages of a la carte options just to get the end result they want.
@arcanealchemist3190
@arcanealchemist3190 14 днів тому
making it an independent class doesnt automatically make it an entire class balanced around a concept. and every class has to be balanced and developed with the other classes in mind, or else the balance isnt going to be good. thats what makes the subclass so useful as a developement tool. you can try new things and introduce new themes without deviating so entirely from the core class that it breaks balance. it strikes a middle ground where the DM can be comfortable letting this strange new character into the game, because they know they can expect it to fit into the slot the game is designed for, but the player still gets to enjoy a new experience with new features and flavor. if anything, lowering the number of core classes is a boon to these players, as the amount of detail filled in by the subclass increases. instead of wanting to write a blood mage and having to choose between making a sorcerer or a warlock subclass, you can confidently say "thats a magic user", and start developing the subclass with more freedom.
@mata6669
@mata6669 14 днів тому
They could make the base classes [x3 or x4] more generic and less powerful. The subclasses have more of the power built into them. A champion classes could have the same hit die [d12], extra attack, etc. cooked into them at levels 1, 5, 10, 15 & 20. While the beefier subclasses could have unique mechanics and more frequent power spikes at even levels [2, 4, 6, 8, etc.].
@wompusslompus5424
@wompusslompus5424 11 днів тому
Wow Bob! That is so exciting about the Kickstarter. I was chowing down on dinner and found myself literally saying out loud "wow! Look at you, Bob! That's awesome. Good for him, I'm so proud of him" It coming out in THE most proud Midwestern mom accent was entirely incidental 😂, but a heart felt congrats nonetheless❤
@BobWorldBuilder
@BobWorldBuilder 7 днів тому
That's incredibly kind! :) Thank you
@georgelaiacona111
@georgelaiacona111 14 днів тому
I love all Bob World Builder videos! When I started playing D&D we had 4 classes and we liked it! We loved it! Ok, that aside, a lot of options for a game tend to bog things down. AD&D introduced sub-classes and that began the downward spiral of complexity and min-maxing. A skip back to simpler times is certainly in order.
@henryjones3232
@henryjones3232 14 днів тому
I’d enjoy a world where a base class was just the mechanical framework (like, your spell slots, main stats, AC avenue, base damage rotation, etc) and the subclass/other options added in 80% of the lore-centric abilities like Barbarian Rage, the ability to turn into an animal with Wild Shape, Thieves Cant, paladin auras/evil detection, etc. Saying “I want to play the character that attacks many times in a turn in melee combat” shouldn’t mandatorily come with a mysticism vibe, the ability to run up a wall, and an immunity to poison.
@Amia_the_Smol
@Amia_the_Smol 14 днів тому
That's kind of the thing, though. You're playing as a monk for the mysticism vibe and mobility options, not the attack count. Fighter is honestly a much better option for that in most respects.
@henryjones3232
@henryjones3232 14 днів тому
@@Amia_the_Smol ok now imagine a world where the monk's vibe wasn't locked behind its mechanics, and vice versa. A mysticism vibe sneak attack rogue mechanics character sounds fun, but current subclasses for rogue are locked behind being a criminal-minded fellow who knows Thieves Cant and lockpicking. Decoupling flavor and mechanics would only allow for more combinations and options for character building. I once wanted to play a war general esque support character screaming support and being frontliney once, and was forced to play cleric despite the original idea having zero religious themes. The character ended up fine, but I was forced to roleplay something I didn't care about because I was mandated to have a major part of my life be my devotion to a god to be allowed to cast the "allies hit better" spell. I've also wanted to play a character that is a criminal banned from wielding weapons thus being forced to fight unarmed. The current only class that really supports that is monk. That character is not monastic, doesn't manage the flow of Ki, and does not meditate. As it is now, if they hit 10th level, they have to become immune to disease and poison. All of their abilities are named mysticism style. I'm forced to push the square peg in a round hole and "flavor is free" my way to a tolerable vibe. That's not fun, it feels like an unfortunate obligation to do what I actually want to.
@mannagrynet
@mannagrynet 14 днів тому
@@henryjones3232 Flavour is free. A monk doesn't have to be a "monk" just because you use that class mechanically.
@henryjones3232
@henryjones3232 14 днів тому
@@mannagrynet ​ you say that until they start running on walls, slow falling, becoming immune to aging, speaking every language, and astral projecting. You can only add free flavor, it's very difficult to remove it. And even when you do, the new flavor you add comes with zero mechanical backing.
@mannagrynet
@mannagrynet 14 днів тому
@@henryjones3232 What? You can flavour the mechanics however you want, no idea what you are trying to say. Do you understand what I mean by flavour? You pick mechanics that fit your fantasy, you explain those mechanics with flavour. Your supporting war general did not NEED to pray or be religious for the mechanics of that class to work? You could change your Channel Divinity to be a great war strategy passed down from a legendary general. One of my friends flavoured all their spells to be potions and grenades. Mechanics are just numbers, flavour is how you explain those numbers in roleplay.
@Grymgar
@Grymgar 14 днів тому
I try to explain Wizard and Sorcerer (perhaps confusingly because of the Bard) with a music analogy: A Wizard is like a classically trained musician. They may have had a proclivity toward magic (or music), and so they went to school for it, learned how to read music, learned chords and scales and progressions. A sorcerer is someone who self taught on an instrument. They can't read sheet music and can maybe barely read a tab. Music is a feeling for them, it comes naturally. They probably spend a ton of their time "woodshedding," that is practicing and getting a feel for the guitar by using it.
@centurosproductions8827
@centurosproductions8827 13 днів тому
The thing is, they then both perform music they've memorized for an audience, and the audience members can't tell the difference. To them, it doesn't matter *how* the performer learned the music, just that they play it and it is good.
@mazerumaze
@mazerumaze 13 днів тому
@@centurosproductions8827 True, but as a player, you are not the audience, you ARE that musician. And to you as a musician, how you get to that musical mastery is the most crucial thing ever, because that's where the enjoyment in the process is. If you don't like the "mechanics" of learning music from sheets, then the entire process of preparing for a performance through that will not feel good. In a similar vein people will often enjoy one type of a class of the same category but not the other. (Saying this as a 3.5 player who doesn't like playing prepared casters like Wizards but adores spontaneous casters).
@gabrielhersey5546
@gabrielhersey5546 13 днів тому
First edition bard was a prestige class You needed several levels of fighter then a few levels of thief Then bard. Mostly bardic knowledge and musical performance to inspire or distract. Very few spells if any
@centurosproductions8827
@centurosproductions8827 13 днів тому
@@mazerumaze The thing is, the Target Audience for D&D (which is currently everyone and their mom) *is* the audience who doesn't know the difference between a saucerer and a pastamancer. The entire point of simplifying things and removing stuff from the core rules so it's "less confusing" for new players, is specifically to draw in people who are currently not enfranchised.
@achillessays
@achillessays 12 днів тому
​@@centurosproductions8827 trying to reach everyone isn't necessarily a good game design decision. it's a decision driven by a desire to maximize profit not to make the best game.
@PhilKingstonByron
@PhilKingstonByron 14 днів тому
Love that you are Cos-playing Prof DM!
@lucasfarted
@lucasfarted 14 днів тому
I love it! There is already a lot of room within the current design to make classes feel like each other. Plus, we all love the points in character creation where we get to make decisions. You could start with just picking a core ability score and build from there
@Bluehairedgirl89
@Bluehairedgirl89 14 днів тому
Okay, first impression before watching the full video since you asked. This just makes me want to learn and get used to playing pathfinder so much more. A big thing that I love about pathfinder is all the classes and all the cool sub classes you can choose. And that genuinely one of things I dislike about 5e is how limited in classes it is and how uninspired so many of the subclasses are. If I want fewer classes then I’ll play 2e D&D. This just feels like they want you to sell you less product at the same price then charge you for more splat books.
@jamesanderson6769
@jamesanderson6769 14 днів тому
Agreed, hence why I stayed with 3.5.
@Bluehairedgirl89
@Bluehairedgirl89 14 днів тому
Finished and basically haven changed my mind, the problem is that systems like this are pretty common now. You can just play AD&D or any of the OSR games to get that same system. And that’s not even going into awesome games like Shadow of the Demonlord, which already do a system like this well. It just feels like your trying to drag the game backwards to make it even more accessible for people who arnt going to bother to try to learn what the different classes do. Whats the difference between a Wizard and a Sorcerer just take fifteen minutes and read both pages, it explains it very well.
@Bluehairedgirl89
@Bluehairedgirl89 14 днів тому
@@jamesanderson6769cool, I never got a chance to play it myself until after 5e came out. Some of my group wanted to play in the older editions. I’m not going to lie, I don’t like how crunchy it is and how easy it is to break. Which is why I have to work so hard to learn and get comfortable with pathfinder. But I’m trying.
@jamesanderson6769
@jamesanderson6769 14 днів тому
@@Bluehairedgirl89 3.5 and Pathfinder are crunchy for sure and that's not for everyone. For that reason I do think 5e works decent for one shots and short campaigns. But you get the hang of it in longer campaigns. I don't really notice how crunchy it is anymore and I miss it when it is gone. My 5e character made exactly the same or incredibly similar combat roles the entire game. It got dull fast. Game breaking characters is honestly less of an issue in 3.5 in my opinion (which most people would probably disagree with). Anytime you have casual gamers and power gamers at the same table you will get power discrepancies. But in 5e, there is less you can do about it. Once you have broken the bounded accuracy it's broken. In 3.5, I can always give my players a bigger badder fish. And I can do it in a way that doesn't keep my casual players from helping and being useful.
@billylin8800
@billylin8800 14 днів тому
removing classes is just going to have one of two outcomes: either it's going to reduce the amount of customisation and detail possible for themes OR it's going to make actually building and playing a class that much more complex, so sure while the names might be obtuse on the surface but you only need a short 1-2 line summary to quickly clarify things: *Wizard:* a caster who researched their vast and versatile repitour of problem solving spells they can swap out from day to day with the help of their spellbook. *Sorcerer:* a caster with a shorter list of spells who knows their innate magic by heart and knows how to twist and bend the rules of how they use them with their metamagic.
@jakksonkobalt
@jakksonkobalt 14 днів тому
I find it a lot more rewarding to build a character if there are a large number of classes with noticeable differences in playstyle and mechanics, than take a class that is formless and shape it into what I what.
@drakeford4860
@drakeford4860 8 днів тому
​@@jakksonkobaltI think this is the take. Video games aren't D&D, but games are games and lessons can be extrapolated. In video games, we've seen a massive push towards the "classless" rpg in the last 10 years, with the very blatant intention of making games more accessible to newcomers. While this has led to great financial success, it has also washed a lot of color and depth out of these games and left fairly sizeable portions of longtime fan-bases annoyed and disillusioned. 5e has done a great job of making D&D accessible, and I think the right step would be to build on and refine the successes of that system. Stripping it back to further accessibility would be a mistake. I know some people are talking about this with the idea that stripping out some core classes would result in greater complexity and choices in the remaining ones, but I don't think those people really get where WoTC is as a company. They are looking at how to bring the most people and money possible into the game, and changes to that end will rarely, if ever, increase the complexity of the game.
@anyoneatall3488
@anyoneatall3488 7 днів тому
Not sure what to tell you, savage worlds works pretty well
@gurugru5958
@gurugru5958 14 днів тому
Cosplaying as Professor DM 😂
@jameshood5473
@jameshood5473 14 днів тому
Cosplaying as Professor DM! I love it! Was that the +1 jacket of insight you were wearing?
@cdarklock
@cdarklock 14 днів тому
As an old school player who goes all the way back, in 1e we had fighter, cleric, magic-user, and thief. But we also had the fighter subclasses of paladin and ranger, cleric subclasses of druid and monk, magic-user subclass of illusionist, and thief subclasses of assassin and bard. That's eleven. So we've had about this many classes since the 1970s. We just arranged them a little differently. If you go all the way back to the Chainmail expansion in '74, we only had three classes (fighter, cleric, magic-user), but nobody goes back that far anymore.
@scottmarshall8431
@scottmarshall8431 13 днів тому
I think 2nd Ed hit the sweet spot on classes...
@DragonsinGenesisPodcast
@DragonsinGenesisPodcast 11 днів тому
AD&D 1E had fighter, cleric, bard, magic user, monk, thief, druid, paladin, assassin, ranger, and illusionist. You’re listing the classes from Basic, not 1E.
@cdarklock
@cdarklock 11 днів тому
@@DragonsinGenesisPodcast Try reading the whole post next time.
@AGrumpyPanda
@AGrumpyPanda 5 днів тому
Roll that back a second, monk was an offshoot of cleric?
@cdarklock
@cdarklock 5 днів тому
@@AGrumpyPanda A monk is necessarily a member of a religious order.
@frumpkin9282
@frumpkin9282 14 днів тому
I can see as few as three or four classes making sense if there is a massive amount of flexibility in how you build, both for mechanics and theme. But what I suspect would happen is four classes, with no build choice either. The result being 90% of archetypes are impossible to make.
@konstantinkrastev4478
@konstantinkrastev4478 14 днів тому
except dnd has never been good at flexibility
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
With a massive amount of flexibility, really you get to a point where you don't want classes, you want tons of traits that can be mixed and matched to create whatever "class" you want.
@digitaljanus
@digitaljanus 14 днів тому
Monte Cook, one of the developers of 3e, used to say on his blog he thought there were basically three fantasy classes: person who's good at fighting, person who's very skillful, and person who commands supernatural forces (i.e. warrior, rogue, mage) and every other class was basically a variation or combination of those three. The games his own Monte Cook Games publishes all reflect this philosophy.
@digitaljanus
@digitaljanus 14 днів тому
@@BobWorldBuilder But at what point does that become a point-buy system, which while great for character flexibility, are extremely difficult to balance combat and challenges for.
@backonlazer791
@backonlazer791 14 днів тому
​@@BobWorldBuilder I'm building my own system and I'm playing with the idea of having physical or mental based characters. There are archetype templates but it's also possible to freely pick from a pool of options, and multiclassing just means you're taking a mix of physical and mental abilities.
@jaywalmoose9623
@jaywalmoose9623 6 днів тому
First impression, yeah he's got a point. Having less classes with more customisation gives us the same amount of choices (or more even), but it seems less overwhelming for new players. If done right, it seems like a no-brainer
@Ishlacorrin
@Ishlacorrin 13 днів тому
The problem with 5e Sorcerers and Wizards is that they changed the sorcerer so much from what it was back in 3.x that it now basically IS just another wizard. Before they actually had major differences and a reason for picking them over Wizards, now there is not much too it except for a few interesting subclasses. Wizards are meant to be your "I only have limited spells but can prepare for anything based on my extensive spell book" class that is versatile but needs advanced information. Sorcerers are meant to be the "I can cast for days but my choices are limited and unchanging" blaster style class suited more for combat or one specialised role. Because 4e failed so hard, they fell back to 3.x but tried to make the game much more new player friendly. In doing so they have dumbed down certain classes to the extent that they seem to be only subclasses of others now.
@halfjack2758
@halfjack2758 14 днів тому
I feel that having a lot of classes is kinda important for a game like 5e where there's very little room for customization after initial character creation outside of multiclassing. I could see the case for there being fewer, but I'd want the classes that do exist to have a lot more options as they progress, even more so than I already do, in order to make up for the removal of options
@matheuscordeiroKH
@matheuscordeiroKH 14 днів тому
In brazil, there's a RPG called Skyfall, where the game has basically 3 classes (Duelist, Specialist, and Spellcaster), but has lots of customization, and the subclasses aren't linked to any specific class, so the same subclass works for both 3 classes, and each class has some optional skills... So the number of classes being low, but with more customization is really a great option, it's simpler to choose the way you want, and you can feel free to custom your character a bit more
@BlueFrenzy
@BlueFrenzy 14 днів тому
The system of shadow of the weird wizard works amazingly because it makes classes as some kind of multiclass progression. You get the 4 basic classes, then at level 3 you choose an expert path that is basically a subclass or multi-class. Again, at 7th level you get a master path. And you can combine them as you want without any major balance issues because each path gives you features for different levels. It's an amazing game. I really recommend it to anyone who is looking for a "cleaner" version of d&d.
@amelialonelyfart8848
@amelialonelyfart8848 14 днів тому
I'm saying this as a Pathfinder stan -- If 5e (or whatever the heck the new edition is gonna be called) had fewer classes but with a ton of creative options in how they played and could be built, I think I would prefer that model over Pathfinder's model of a ton of classes with a decent amount of options.
@flamepulse42
@flamepulse42 14 днів тому
littler room for customizations? you can play an entire party of Clerics and they can each be a completely different character.
@maromania7
@maromania7 14 днів тому
@@flamepulse42 Little room for custiomization AFTER INITIAL CHARACTER CREATION. You can indeed play a party of 4 wildly different clerics, but most of that customization will have been decided at character creation. after level 3 hits you're basically done. very few campaigns go to level 12, so your character's already entirely on rails outside of two feats. like some classes still have to pick spells they can't change, but if you aren't sorcerer or something you don't make choices anymore.
@Nobleshield
@Nobleshield 14 днів тому
Hmm.. less classes.. say Fighter, Cleric, Magic-User, and Thief? 🤔 I'd personally say have 4 Archetypes, and then sub-types to further define them in ways that aren't full classes, but give you some of the flavor. Most of the classes are really multiclass or the differences were never enough to really warrant a different type. I haven't played 5e but played earlier editions for years and there never should have been a real difference between a "Wizard" and "Sorcerer". The difference should be a thematic one that is campaign-specific (e.g. maybe I do want my wizard to just know his spells, that's a character hook and could be a campaign plot as to just why I'm like that).
@BrazenBard
@BrazenBard 13 днів тому
Honestly, doing it like 3.5 could work - fewer *core* classes, and additional *base* classes in later supplements, like the Complete series' various base classes.
@TheDelver
@TheDelver 14 днів тому
Having fewer classes and more diverse options for subclasses appeals a lot to me. Simplicity with the option for complexity has always been something that I think works well in tabletop gaming. Great video!
@Azimii
@Azimii 14 днів тому
just put artificer as a core class :(
@Hot_Dice
@Hot_Dice 14 днів тому
It doesn’t even belong in forgotten realms.. why??
@Bundalings
@Bundalings 14 днів тому
​@@Hot_DiceWho do you think makes all the magic items?
@lushedleshen
@lushedleshen 14 днів тому
Artificer is from the Eberron setting. Ed Greenwood’s Forgotten Realms is the default setting contemporary D&D is set around.
@sethb3090
@sethb3090 14 днів тому
Fix it first, I've literally homebrewed my own at this point (and I say this as someone who has played a vanilla artificer since I got into 5e)
@WizAquila
@WizAquila 14 днів тому
I hate artificer I hate artificer I hate artificer
@Three_Tiny_Robots
@Three_Tiny_Robots 14 днів тому
My first impression is pretty much- I agree. Greater focus on fewer classes to begin with might have helped define and balance those classes against each other. Maybe 5 or 6 classes, from level 1-10 in the Player's Handbook, and then addition classes and material for higher level play in later source books.
@StatsScott
@StatsScott 13 днів тому
When I was first introducing my kids to D&D I tried to get a sense for what kind of character they’d want and then tried to explain the different class options that fit that. There are definitely several magic-user types that they had trouble seeing the distinction between for wizard, sorcerer, warlock etc. Then my daughter wanted to play a witch and I wound up checking for third party versions since her concept didn’t fully fit any of the existing classes. Several other classes (ranger, druid, cleric, bard, paladin) seem like pre-built multiclassed options where someone wanted to play a melee fighter but have some spells also. So now there’s this huge number of classes and tons more subclasses. I guess it would be too hard to keep balanced but I’d like to see an option where you basically build your own class using certain core bits from several archetypes to really let you customize it. 100% agree on the need for dungeon-exploring character focus for a game with dungeon in the title - will have to check out your KS.
@scottp2112
@scottp2112 14 днів тому
I would say that Warlocks are basically a subclass of Clerics that grants limited access to arcane spells.
@zeugenberg
@zeugenberg 14 днів тому
Main question: will Professor DM cosplay a Bob next week?!
@KnicKnac
@KnicKnac 14 днів тому
Professor World Builder out here giving us a fun lecture. I like the Dungeon Dudes Apothecary class which hits that doctor type of class especially with one subclass focused on a psychological side.
@anyoneatall3488
@anyoneatall3488 7 днів тому
What do you think of taron pounds alchemist?
@JimReno89
@JimReno89 5 днів тому
Bob asked for my first impressions, and literally my gut reaction was "Fewer classes in the core game so we can sell the others later"
@trollsmyth
@trollsmyth 13 днів тому
One of the things I love about B/X D&D is how easy it is to make your own classes. I think my current count is 17, including a Witch, a Cambion, an Apsara, and a Dwarven Brewmistress.
@WalterRiggs
@WalterRiggs 14 днів тому
Bob, man, your necktie is killing me. 😂
@giannibella3787
@giannibella3787 14 днів тому
“I hate using definitions as evidenced “ proceeds to immediately use definitions as evidence
@giannibella3787
@giannibella3787 14 днів тому
Subclasses are amazing and we should do more with them but that dose not mean that we need to remove classes they need to just make better subclasses
@Texanrascal
@Texanrascal 14 днів тому
Great video boss. I agree that some classes could be removed even though Druid and barbarian are my favorite classes
@JKXYGolden
@JKXYGolden 14 днів тому
first impression reaction: it's hard not to assume the question of "how many classes should be in the core game?" is actually "how many of the classes should we put behind an extra paywall?"
@ArinThemb0
@ArinThemb0 14 днів тому
Happy to see Shadow of the Demon Lord mentioned in comments. The approach Robert Schwalb took with his last and newest systems- Shadow of the Weird Wizard is so nice and approachable while having more and more depth the deeper you go. There's three types of classes, Novice (lvls 1, 2 and 5) Expert (3, 4, 6 and 9) and Master (7, 8 an 10 where the game caps). Novice classes are simple and present you with the core fantasy of the class, then you build on with a choice of Expert class that can expand on your existing options or give you wholly new abilities. Master class finally lets you take on significantly more powerful abilities on top of that. None of the classes have any pre-requisites, instead you build your own character through picking those puzzle pieces when you reach those milestones. Plus the system is a significantly more streamlined version of a d20 fantasy game with much of the ignored leftovers from previous DnD editions removed to make a game with a lot of depth and an approachable foundation. Big recommend from me
@KevinBingham
@KevinBingham 14 днів тому
LOL, cosplaying Professor DM. I was wondering what the jacket was all about.
@user-bf3eh6zw2x
@user-bf3eh6zw2x 13 днів тому
It's been almost a day, but I honestly think the more classes, the better. And that boils down to one thing; customization. Sure, you could have like, paladins, fighters, rangers shoved into one Warrior class each as subclasses, but then how would you combine, say, a Gloomstalker with an Echo Knight? Or give an Eldritch Knight smite? DnD multiclassing doesn't allow for same-subclass multiclassing, and because of that, I argue that the more classes there are, the more versatile character builds can be. Especially when compared to systems like Pathfinder, DnD characters are limited as is in their customization.
@lordjalor
@lordjalor 14 днів тому
Personally, I think the issue with 5e classes is that they aren't distinctive enough in both mechanics and flavoring, hence why Perkins feels the urge to condense or cut out some. My game theory is that the reason why the Artificer is yearned by the community to be a core class is because it fills a niche it that hasn't been covered at all by any other class. The Barbarian, Paladin, Monk, and Fighter all go up to the enemy and hit; the Cleric, Sorcerer, Warlock, and Wizard all cast spells. Meanwhile the Artificer can create magic items; the Dancer from Indestructoboy specializes in the Help Action; the Gunslinger from HeavyArms literally specializes in firearms. D&D 5e has a lot of gaps to fill in terms of classes, and once they condense the samey samey ones, I think there'll then be room for more distinctive ones.
@andyreichert499
@andyreichert499 14 днів тому
I grew up with DnD, and have seen the mechanics get more elegant over time, but building a character can be overwhelming. When making a character, I have a few ideas of what to do, and then I need to spend hours and hours exploring options, checking prereqs for feats, and figuring out what spells or abilities I'll have when so I can execute on the character idea before 15th level. I know not all of this is necessary, but it feels like you are making the most core decisions on your characters when you know the least about the game (DnD as a whole or even just the current campaign). I wish there were fewer starting points, and more ability to build out your character as you played. And once you've done all that a few times and have a good feel for it, you can just start with higher level characters.
@tntori5079
@tntori5079 14 днів тому
Initial thought: heck ya! Step back main classes and then bring back feats or features (or sub classes) as a way to module out the character and also add BUILDing back into the leveling process. Even though 5e has "builds" still it just feels like leveling up is more like a long car ride with occasional stops instead of meaningful choices. I site a step beyond just subclasses. I vote actually breaking subclasses into pieces so each level you can choose things. Obviously keeping magic stuff with wizard class and fighty stuff with fighter main class.
@calvinskye
@calvinskye 13 днів тому
You might wanna have a look at Pathfinder 2e. Okay, they have a ton of classes (all way more different than 5e ones) but almost everything you pick up is a choice to build em how you want.
@MalloonTarka
@MalloonTarka 11 днів тому
I kind of agree with him. Worlds Without Number does something similar, only having 3.5 base classes (warrior, expert, mage, half-mage), with multiclassing (half and half) there to allow for more character concepts and flexibility, and the mage getting certain archetypes to allow for even more. The expanded game also has a number of extra classes that can't be recreated with the base ones, that allow for shapeshifting, mind control, animal companions, divine blessings, or swashbuckling.
@jacobsouls
@jacobsouls 14 днів тому
Will you release a pdf version of "DELVE" alongside the hard copy? I really want to support you and use the material your writing, but i dont think i can afford an expensive 40ish dollar hard copy. Love everything your doing btw, your awesome!
@kenthehobo
@kenthehobo 14 днів тому
First impression: I wouldn't mind, there's warrior, mage, and expert, you can mix and match and add flavor, and abilities as needed to create what you want to play.
@sirhamalot8651
@sirhamalot8651 14 днів тому
Player: "More options, more better!" DM: "I have to remember how much!?!"
@homebrewisthebestbrew5270
@homebrewisthebestbrew5270 13 днів тому
TRUTH
@xolotltolox7626
@xolotltolox7626 12 днів тому
Someone teach that DM about the 80-20 rule
@RichardHopkinsLobosSolos
@RichardHopkinsLobosSolos 13 днів тому
In fairness, Second edition had several of what are currently their own classes as sub classes of the main four. Ranger and Paladin were subsets of Figher, while Druid was a subset of Cleric.
@tomjohnson4922
@tomjohnson4922 14 днів тому
Being someone who played wayyyyy back when we only had the four classes: fighter, thief, wizard, cleric and had everything in AD&D start being a sub-class. It wasn't until years later that everything became it's own class with oodles of subs.
@ts25679
@ts25679 14 днів тому
I like the idea of a rogue-like rpg were your characters have to go out into the world and seize power for themselves. Through investigation, exploration and networking you can discover different sources of power with which you can augment your character and unlock new options. There would be more of an emphasis on the social aspect of bartering for power from more powerful beings, usurping power from weaker sources, forming bonds for mutual benefit, etc I want your power to be personal and the relationship you have with it to shape the narrative. If you're a "holy" warrior of some deity you actually have to uphold and advance their portfolio. If you make a pact with Demons it will extract a price. Your choices in one campaign should echo on into the future of your setting, adding weight to the decision you and your friends make.
@zyronos8292
@zyronos8292 14 днів тому
This is much more to what DCC does on the Cleric and Mage. To be a cleric you have to have a Deity which effects lots of things. Alignment plays a role in there too. But if you fail rolls on your spells it starts effecting you relationship with your Deity to the point you could lose their favor and not be able to cast. For mage it is a contract formed similar to a pact that gives you your magic and casting or failing to cast can effect you, warping and mutating your body.
@derricgreene
@derricgreene 13 днів тому
I can see a problem with certain game master strangling character progression through their story, though. In the proper hands, I'm all for a system like this
@anyoneatall3488
@anyoneatall3488 7 днів тому
​@@zyronos8292what is DCC
@ModularDM
@ModularDM 14 днів тому
If nothing else, subclasses being the wild west and endlessly customizable is something I can fully get behind. My group and I now have customized subclasses for nearly every PC in our party during our major campaigns, and building them together to do cool things that fit our characters perfectly is a huge part of the fun. That way, even fellow players get surprised as we level up and discover new abilities.
@aliciastevens74656
@aliciastevens74656 13 днів тому
I just started a campaign with a group of new players and had to explain all the classes to them. From that point of view it was definitely a lot to throw at them and (even broken down to basics of each) was a lot for them to process. It would make sense to break it down to 4-6 in the core rules and add more through advanced player options (as Shadowdark as done)
@Aetrion
@Aetrion 14 днів тому
I think this is absolutely correct. The classes should cover broad archetypes, and all the nitty gritty details of how the character works should be hammered out in subclasses and other choices. It makes it easier to get into for people who don't know the system, while simultaneously making it more interesting for veterans who are into build making when they get to paint in broad strokes early in the process instead of getting locked into specific progression paths right from the get go.
@Necroes
@Necroes 14 днів тому
Great idea, in theory. In practice, other systems basically do this. Mutants and Masterminds, Warhammer Wrath and Glory, Warhammer Fantasy, and Shadowrun all come to mind as systems that do something like this. While those games are all fun, most of them are notorious for being very poorly balanced. One of the things that makes D&D 5e popular is that it's easy for people to get into, but as someone who has played systems like the one you're describing; They are Significantly more complicated to get started in.
@xolotltolox7626
@xolotltolox7626 12 днів тому
As long as subclasses are as pathetic as they are in 5E, where it's just a little flavor on a core class, please no
@hugofontes5708
@hugofontes5708 12 днів тому
​@@Necroesyeah, I wasn't sure about the "easier to get into" thing. Not without some readymade starter kits, no. But hey, if we are talking balance, I don't personally think d&d has been balanced in a long while. But also I don't think balance is that important either as long as we can get everybody to have enough fun and enough of a spotlight. Also, thanks for mentioning M&M, I completely forgot to look into that one
@Necroes
@Necroes 12 днів тому
@@hugofontes5708 In any TTRPG system, balance is derived from the DM. 5e tends to be easier to balance-compared to previous editions-because the numbers stay relative low. This means that a state of difficulty in terms of encounters can usually be achieved just through attrition. Throwing waves of minor, easily defeated (CR roughly half the party level) enemies at almost any party in 5e will eventually drain their resources to the point that a single, powerful enemy with a small contingent of slightly more elite cohorts should present a challenge. In prior editions, this tactic did not work. Numbers scaled directly with level, so a level/CR gap of more than about 3 or 4 (in the player's favor) usually meant the creature could be dealt with too efficiently to be considered a threat. Even in large hordes, low CR threats could usually be taken out without expending valuable resources while also dealing little damage to the party. Encounter balance could still be achieved, but it often require critical thinking and strategic planning on the part of the DM to pull off. In effect, this means that 5e feels like a more 'balanced' system because it's easier for any given DM to achieve challenging encounters without being well versed in the rules and tactics of the game.
@hugofontes5708
@hugofontes5708 12 днів тому
@@Necroes oh, you mean that balance. Ok, then
@GuyWithBoard
@GuyWithBoard 14 днів тому
Babe wake up we gotta video from the notorious B.O.B.
@lordmars2387
@lordmars2387 13 днів тому
I think if you want to make barbarian a variant of warrior then a class based system isn't where you should start. The 13 classes do not feel bloated, personally I think they need more depth not less depth more variety Ala Perkins there. More variant class features could forestall the desire for more classes (though that would greatly restrict the power curve on subclasses and be way harder to Balance around) I definitely feel there's something beyond the class system that is easy deeper and more robust and balanced but still feels like 5e. Perhaps I need to make it.
@matthewormond7356
@matthewormond7356 14 днів тому
I could see a case for having the 3 class types they started the play test with, martials, spellcasters, and experts, and fleshing out subclasses and flavor from there.
@critfail8714
@critfail8714 14 днів тому
I think the issue is that more classes do offer balancing issues and more work with each release. However tucking away a former whole class as just a subclass just feels like we’re losing depth. Having Barbarian suddenly just be a subclass of fighter means we have to settle on some certain features but lose so many aspects that the expanded subclasses would have offered. Had it been done prior to release it would probably feel fine but now it just feels like a net loss if they went that direction.
@BlueFrenzy
@BlueFrenzy 14 днів тому
In Shadow of the Demon Lord they solved the problem by giving 3 classes to each character at different levels. I am starting to feel like a PR for SotDL, but I really fell in love with this game.
@FireallyXTheories
@FireallyXTheories 14 днів тому
@@BlueFrenzy I wouldn't say "solved" so much as took a different path. It has its own strengths and weaknesses, as any design does; however I'm glad you found the TTRPG game you like and want to share. I kind of wish Bob would switch to DCC or Shadowdark videos instead of 5E because from what I can tell he has far more love and passion for those systems and all his current 5e videos just.... kind of say "Rip out core DnD mechanics until it looks like Shadowdark" instead of just enjoying what he enjoys.
@VegasDM
@VegasDM 14 днів тому
its a false sense of choice. The Barbarian is a Fighter. Try B/X D&D, Shadowdark or other clone and you will soon find that all that extra subclass nonsense is nothing more than a way to sell more books to more people.
@drewneedsmoresleep6680
@drewneedsmoresleep6680 14 днів тому
This isn’t Dungeon Craft??? I was totally fooled.
@draw20cards
@draw20cards 10 днів тому
Okay, Sir! You asked for a reaction to the initial title, and I have to say I agree. Keep it crazy simple then subclasses for days!
@ryanroulandsmith4987
@ryanroulandsmith4987 13 днів тому
Something I think MCDM is doing really well is defining “kits” or fighting styles for builds being separate from classes, so to avoid multi-classing you can mix and match your preferred fighting style with an archetype. This solves a lot of issues around the difference between say a magic user and the source of their power; or a fighter and a paladin who both use a longsword but determine their damage based on martial prowess vs faith. Defining what flavor the character is dipping and how they fight is the crux of what a “class” means for the sake of the fiction. I hope 5.5e will allow more customization rather than less.
@Azimii
@Azimii 14 днів тому
i think it makes sense, plenty of the classes overlap a lot. i also don’t think that’s a bad thing, even though it can be more bloat imo it just adds more player expression. if steel defender didn’t exist i couldn’t really make my current character in any recognizable sense. she’s artificer through and through
@meikahidenori
@meikahidenori 13 днів тому
I find they do that on purpose because they know there will always be that one DM or player who is 'You can't play this class in my setting' and they're trying to get around that. There are so many subclasses of other classes I reckon would be fantastic for artificer but because we have these stubborn peeps they're shoved into classes they don't quite fit into instead of giving those classes something that fits them better (and giving more examples for different artificers!)
@old_soul99
@old_soul99 14 днів тому
I like having an abundance of classes because i like to multiclass. I usually start with a spellcaster and add in some martial, but i like to be specific, so funneling all the classes down to 4 would disrupt my playstyle
@digimonvirtual00
@digimonvirtual00 14 днів тому
The PNPRPG I play, actually has "Barbarian" as a Fighter subClass, similar case with the different magicUsers (that includes the Cleric)
@bobkingofseagulls9884
@bobkingofseagulls9884 14 днів тому
Given how subclasses work, one could say that dnd has well over 50 classes in the game - since each subclass provides unique mechanics and concepts. Less classes doesn't mean less concepts, it could just as easily mean fewer initial mechanical choices, but still with a broad array of sub-choices to make. "Class" is a fluid concept and it doesnt just have to mean what we currently understand it to mean in the one version (5e) of one ttrpg (Dungeons and Dragons)
@tzviizaksonas8572
@tzviizaksonas8572 14 днів тому
okay now prof dm needs to cosplay as bob. the circle must complete.
@bfspinnerable
@bfspinnerable 14 днів тому
I would agree with Chris. Particularly on Wizard/Sorcerer where the mechanical difference kinda evaporated from 3e to 5e.
@BobWorldBuilder
@BobWorldBuilder 14 днів тому
Right, of course there's differences in their class features and how they learn/prep/know spells, and both are fun! But when it comes to "should they be separate classes or subclasses?" It's just a matter of where you draw the line.
@gregdaley2661
@gregdaley2661 14 днів тому
Just dump sorceror. It doesn't mean anything.
@Nemnar7
@Nemnar7 14 днів тому
​@@gregdaley2661 From an outside glance, yeah they do appear similar. But in play, they are very different. Especially when you look at meta magic.
@anonymouse2675
@anonymouse2675 14 днів тому
@@Nemnar7 Which you can get from a feat...
@Nemnar7
@Nemnar7 14 днів тому
@@anonymouse2675 also true, but it's only two per long rest. The aberrant mind and clockwork soul really added a lot to this class. Also, if you have a good DM, it's an easier caster to play if you've never played one. You don't have to worry about preparing spells each day, you just have access to everything you know. And if you accidentally pick a dud spell, a good DM will let you swap it out.
@Archangel144
@Archangel144 14 днів тому
I first encountered class groups in EverQuest 2. Pick from the basic group of 4, then a few levels later, pick from a small list, then a few levels later, specialize between a couple choices. It had good points.
@benitopulatso6637
@benitopulatso6637 14 днів тому
Go the Worlds Without Number route. Three main classes (Expert, Warrior, Mage) and one mixed class (Adventurer, pick 2 of the previous 3 classes). Rest is filled out by background and foci (WWN version of feats). Stars Without Number (the Scifi version) does the same thing and it works.
@michaelcremin6496
@michaelcremin6496 14 днів тому
Oh Bob. Bob, Bob, Bob. The 1e and 2e magic-user was a completely different kind of character than the 5e...whatever. 4 HP. 1 spell. No cantrips...AND WE WERE HAPPY!
@justinwhite2725
@justinwhite2725 12 днів тому
1d4+Con modifier HP. Which is a problem if you are Raistlin.
@jeshuacordell9342
@jeshuacordell9342 10 днів тому
while that's true that 1 spell was way more powerful than most spells in modern dnd. Oldschool magic was no joke! Charm person used to be closer to the arabian nights interpretation of charming and the duration could last days, weeks, months, or even years depending on edition.
@simonfernandes6809
@simonfernandes6809 5 днів тому
I wasn't happy. A domestic cat could kill a 1e or 2e 1st level wizard.
@Yamin4Studios
@Yamin4Studios 5 днів тому
@@simonfernandes6809 I mean yeah I guess. That's still very possible in modern dnd if the player is stupid. Magic users can very much kill a cat.
@mikaelste-marie1275
@mikaelste-marie1275 5 днів тому
​@@jeshuacordell9342What about Erase or hold portal that last your level.
@LoLotov
@LoLotov 14 днів тому
I think youre failing to notice that four core classes included with the base game means ABSOLUTELY NOTHING except that the other eight core classes will be pay walled separately.
@MilestonePlay
@MilestonePlay 14 днів тому
I have played a bunch of different games (TTRPG and LARP) whose class design ranges from the four classics that then diverge into barbarian/ranger/druid etc. to games that have no subclasses and EVERYTHING is its own class. On the whole, the level specificity changes how you think about the beginning of your character's career. More general options start with vaguer characters that allow you to make more specific choices as you play while the super specialized class design commits you earlier. Even without D&D 5.X not altering the level of specificity, changing which class options are in the Player's Handbook would effect what player's think of as "core" or auxiliary. 5e had the same thing with the Warlock and Tiefling becoming core with the PHB and the gnome and druid were held off as player options until later on.
@sigmanation6957
@sigmanation6957 14 днів тому
The thousand-yard stare in the thumbnail paired with the subject matter made me laugh uncontrollably
@shadedergu9921
@shadedergu9921 14 днів тому
One of the whole points to playing an RPG is making decisions that are well informed and give different experiences and routes through what you encounter in the game. In the idea of trying to simplify the game it makes sense. But Pf2e and its many options + the entire kitchen shows a lot of the power of having a lot of nuanced decisions. There are many ways to design an RPG, but Pf2e *really* expresses the power of going full build-a-bear with character progression and features.
@RVR121
@RVR121 14 днів тому
Bastards are trying to steal my Artificer again >_>
@demetrinight5924
@demetrinight5924 13 днів тому
I like the categories of warrior, thief, mage, and priest for party balancing purposes. Although the bard can be placed into all 4 of those roles depending on how they are built.
@Zanibar
@Zanibar 14 днів тому
The 5e conversion of Free League's Symbaroum has one spellcasting class. It is called the "Mystic", and has approaches (ie. Subclasses) like Sorcerer, Wizard, Witch, Theurg, etc. What I love is that mechanically, they are basically handled the same way, but the subclasses switch things up, add flavor, and bend the rules of the Mystic.
@laylaalder2251
@laylaalder2251 14 днів тому
As a 4e fan, 5e's obsession with refusing to add new classes is infuriating. I hate seeing classes I loved chopped up and turned into half-baked subclasses. Avenger and Warden are notable examples. Now he wants to make it even worse?
@petalsinthebreeze
@petalsinthebreeze 14 днів тому
Another 4e fan!? Nice, they massacred so many 4e Classes
@worldlinezero4783
@worldlinezero4783 14 днів тому
I leave this comment in memoriam of Prestige Classes
@mandisaw
@mandisaw 12 днів тому
5e players: "Fighters & Rangers suck, wish there was a badass martial support class!" Me, cradling my 4e Warlord char sheet: "Look what they've done to my boy" LOL Really so many of the complaints in this entire thread could be resolved by just playing 4e (or reading their class design articles).
@TheMalarz1989
@TheMalarz1989 14 днів тому
I've found core 5E classes very limiting. It is hard to create a character you want. 3.5E was more flexible.
@anyoneatall3488
@anyoneatall3488 7 днів тому
Particularly in examples like monk or paladin where you get little subclass features and you have to decote all your asis to stat increase so you cannot use feats
@amessinger
@amessinger 14 днів тому
The 5e fighter could almost be seen as a template for how subclasses can really define the flavor of a character. With the 5e fighter, the core class is quite lean, while subclasses bring in options that play very differently - Battle Master vs Rune Knight, for example. If the spellbook and magic specialization (e.g. pick necromancy, enchantment, etc) weren't baked into wizard and metamagic wasn't baked into sorcerer, then I could see both of those becoming subclasses of a more generalized "mage" class.
@IvoryKnight22
@IvoryKnight22 13 днів тому
That's why I play ACKS, you get like 5 classes within the latest Edition. Fighter, Thief, Cleric, Magic User, Explorer, and a Class built around Trading and using the Marketplace. You can mod any of them with a good amount of skills, kinda like Feats from 5E. Honestly My biggest gripe with Class vs Subclasses is that all core classes get Magic one way or another and it's just so gross to see Wizards and the like getting kinda pushed to the side when you have 43 different magic users. A lot of my issues with 5E is covered by Level up A5E, anything I buy for 5E I plug into A5E and it hits the sweet spot and makes 5e fun again.
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