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For the OP, there is no fixing 5e as it is. There are no subsystems to tweak outside spells. There are so few places where options can be added and even then they aren't spread evenly through the classes/subclasses, meaning the ones that get more options have a tendancy to get more...
Let’s see. 1-2 defensive. 1-2utility. 2-3 offensive + a couple of cantrips.
4-7 would be bare minimum. Though with spell slots and spell levels a 5e wizard probably needs at least 1 per spell level and a few more at level 1.
So I’ll change my answer. Something like 4 + 9 - 1. So 13ish would...
I think some would rather have a choice, even a ‘bad choice’ over no choice at all.
In fact I think id hate a game where all choices were equally effective in all situations. Part of the fun is figuring out how to play well.
Here’s the thing. You can make a great game with hyper specific classes. You can make a great game with completely generic classes.
Trying to isolate class specificity or genericicity alone as the determiner of good design is the problem. Its really about how everything works together.
If 5e...
When you look at how early d&d designed classes it was often based on a single fictional character they were trying to represent. I don’t think that’s the best way to design classes, but given 5e’s character options outside class and subclass we are almost there.
Exactly. Though I’d add alot also depends on the base system expectations. Early on d&d split out casting from its attribute system via int and wisdom and later on charisma as well. That informs and restricts alot of later design. It explains why merging the wizard and sorcerer doesnt work...
You seem to be confusing historical context for fantasy context. There’s many very popular games that have implemented monk classes as martial artist classes. I’m much less versed in fantasy literature so don’t know how well it applies there as well.
Again, you too focused on history as...