Early on, and this isn’t going to happen now, we had some ideas that people might still be interested in. We use souls, your own and other peoples’, as a justification or a reason as to why powers work the way that they do. But ultimately, many of the ways that those powers work, mechanically, are locked into existing ideas. They’re not necessarily executed exactly how you’ve seen before but we are a little limited in how we can build our classes because we want them to be understood by a D&D audience. We can’t go too heavy on the souls.
So we don’t move too far away. A lot of people will come to this game and make one character that they use in all of these kind of games. A sneaky rogue or an intelligent wizard. If we don’t support that kind of class, or make it play radically different than what the player is used to, it can be frustrating. Because this is a nostalgia-driven game, I think it’s important that we meet that expectation.