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But if the Fighter was the base class, and Paladin was a subclass with Eldritch Knight subsumed within it, and you simply make the choice of Arcane or Divine magic a modular one like choosing the colour of your draconic origin for draconic sorcerers? That feels better to me.
Cos who's choosing to play a magical knight and not hoping to be able to summon arcane energy to their weapon and do a cool hit? But they apportion out abilities so as to have some crossover but not too many redundancies.
And mechanically speaking, I think having so many classes means you often have to portion out certain abilities in odd ways that again has a huge impact on flavour. Like, Eldritch Knights should have an equivalent of Divine Smite.
I just often feel that narratively speaking, having so many classes tends to dilute the flavour of the archetypes each class is going for - something which i think is so fundamental to the game. A new player doesn't care about the mechanics, they just want to feel like a cool guy who punches good.
Exciting!