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Most RPGs don't allow you to change your class after finalizing the selection. I can only think of a handful that do, and they are either the sort that have open skill trees, or the class is set by equipped items (essentially, games that don't have a traditional class system). I don't think making a new character to experience different classes is particularly onerous (assuming you enjoy the game).
In fact, Grim Dawn and Titan Quest are the only games where I've regularly seen requests like this. There must be something about locking in a second class that triggers some people.
It actually works well imo because you'll inevitably get gear for the mastery, on that character or another.
i am in fact not against making new characters to try new classes. im against making new characters to correct mistakes which is what i meant.
since you can't brick a char/class in GD, so if the mistake was the making the wrong class what would be the hassle to make a new char "to try the right class"? or play the one you're currently making to see where it leads?
I have to agree, for one huge reason: often times, I'll plan ahead the best I can, take a second mastery, invest in it, play enough to unlock some critical skill... only to find it feels really clunky or doesn't work quite how I expected it to.
Ideally, there'd be some kind of "test arena" in town where you can try out different masteries (or even just second masteries) temporarily and undo the changes when you leave that area.