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Broad vs Narrow Classes
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<blockquote data-quote="Steampunkette" data-source="post: 8840010" data-attributes="member: 6796468"><p>Ultimately, this seems to be a false dichotomy from a writer's standpoint. Yeah, there's a "Distinction in Structure" but it seems like you want the narrow class in either case. You just wanna take extra steps to get there.</p><p></p><p>The broad class with narrow archetypes requires an evergrowing number of narrow ways to do the broad class. The narrow class structure requires an evergrowing number of narrow classes.</p><p></p><p>Even classless, or self-defined classes, require the same evergrowing number of incredibly narrow options grouped by type for people to choose from which are, essentially, narrow classes broken into even smaller pieces so a given player can create an even -more- narrow class, one that is theoretically unique to them... Though in practice it typically means a narratively unfocused powergaming exercise with high monotony between different characters who select the same suite of "Best" functions. Like Magic Tournament Deckbuilding. After a little bit of time with the cards, 2-3 "Powerful" plays show up and all other variations on a 60 card deck are ignored.</p><p></p><p>I can't help but wonder if WotC went to the broad classes narrow archetypes structure as a money-saving or content-inflation maneuver, in hindsight... When you pay a designer and writer to make something you're ultimately paying by the word. Archetypes have a -vastly- lower word-count than a full class, but still provide players with a new hook for their particular concept of a barbarian or wizard.</p><p></p><p>Alternatively, because of the lower cost of an individual archetype, you can use the space a whole class would take up to create 3-4 archetypes, inflating the apparent value of the product for your customers. Like I could put out 3 new narrow classes, Tome of Magic style, or I could do 9-12 archetypes for the same cost by wordcount in the hopes that shotgunning those archetypes at your table, several of your players might be interested in those rather than one person playing the new Duskblade, y'know?</p><p></p><p>ESPECIALLY after the massive wordcounts of 4e's class design and narrow class structure of role+source for an ever-expanding set of narrow classes...</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8840010, member: 6796468"] Ultimately, this seems to be a false dichotomy from a writer's standpoint. Yeah, there's a "Distinction in Structure" but it seems like you want the narrow class in either case. You just wanna take extra steps to get there. The broad class with narrow archetypes requires an evergrowing number of narrow ways to do the broad class. The narrow class structure requires an evergrowing number of narrow classes. Even classless, or self-defined classes, require the same evergrowing number of incredibly narrow options grouped by type for people to choose from which are, essentially, narrow classes broken into even smaller pieces so a given player can create an even -more- narrow class, one that is theoretically unique to them... Though in practice it typically means a narratively unfocused powergaming exercise with high monotony between different characters who select the same suite of "Best" functions. Like Magic Tournament Deckbuilding. After a little bit of time with the cards, 2-3 "Powerful" plays show up and all other variations on a 60 card deck are ignored. I can't help but wonder if WotC went to the broad classes narrow archetypes structure as a money-saving or content-inflation maneuver, in hindsight... When you pay a designer and writer to make something you're ultimately paying by the word. Archetypes have a -vastly- lower word-count than a full class, but still provide players with a new hook for their particular concept of a barbarian or wizard. Alternatively, because of the lower cost of an individual archetype, you can use the space a whole class would take up to create 3-4 archetypes, inflating the apparent value of the product for your customers. Like I could put out 3 new narrow classes, Tome of Magic style, or I could do 9-12 archetypes for the same cost by wordcount in the hopes that shotgunning those archetypes at your table, several of your players might be interested in those rather than one person playing the new Duskblade, y'know? ESPECIALLY after the massive wordcounts of 4e's class design and narrow class structure of role+source for an ever-expanding set of narrow classes... [/QUOTE]
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