Class features that are Class-only (and a bit about oldschool archetypes)


General Discussion

Liberty's Edge

When I first tried to create a PF2 DEX-based Fighter, it took me some time before realizing that DEX to damage is for the Rogue class alone and not available through Multiclass (Rogue Dedication).

It also occurred to me that when we will get PF1-style archetypes, their specific features will need to be declined in specific Multiclass feats, at least for those that are not locked in the archetype.

I propose that any class feature (whether base Class or oldschool archetype) that is not available through Multiclass would be identified with the "Exclusive" Tag.

This way, we can at a glance see which class features require the Class (or archetype) itself and see that the others will be available through Multiclass.


Considering that the multiclass dedication for a class is all of 7-9 feats, isn't it cleaner to simply list what you *do* get for taking that feat, instead of having to tag a huge number of things which do not currently have a box for tags?

Particularly since they could conceivably change their mind later, and allow access to something which was previously exclusive.

Liberty's Edge

PossibleCabbage wrote:

Considering that the multiclass dedication for a class is all of 7-9 feats, isn't it cleaner to simply list what you *do* get for taking that feat, instead of having to tag a huge number of things which do not currently have a box for tags?

Particularly since they could conceivably change their mind later, and allow access to something which was previously exclusive.

First is okay now but how will it be when we get PF1-style archetypes ? Will we need to get new Multiclass feats that just rehash the archetype's features ?

Second is IMO what oldschool archetypes could be used for in a case of specific trumps general

Scarab Sages

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I actually kind of hope that archetype features are class-locked. It removes over-the-top complexity in character building, and gives classes something that makes them really unique.


Davor wrote:

I actually kind of hope that archetype features are class-locked. It removes over-the-top complexity in character building, and gives classes something that makes them really unique.

As a hard and fast example or two;

Fighter gets Weapon Master archetype. Gets bonuses and abilities revolved around switching weapons and using different kinds. Sort of the batman of weapons, doesn't matter what it is, they can pick it up and use to great effect.

Monk gets Ki Master archetype. The pinnacle of it's use, they can do all sort of magic like effects that might be bordering on Anime-ish(But if you want Anime, why NOT give it to the Monk first?).

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I guess what I'm suggesting is more a "Subclass" like? Something that only Base class can reach but focuses them in a direction key for their class. Fighters with Weapons, Monks with Ki, Rangers with Hunting, Alchemist with bombs(Or Mutagens, or Poisons, etc).

I'd like to see normal old school archetypes where we switch stuff out, but I'd also prefer to see a way to just focus in on an aspect of the class.


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Davor wrote:

I actually kind of hope that archetype features are class-locked. It removes over-the-top complexity in character building, and gives classes something that makes them really unique.

This, this kind of idea is EXACTLY What I'm afraid of with "FeatClassing", I don't want complexity removed, why remove it? Because some people get Lost? They don't need to use those options then. Why lock me down because of these other people?

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