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Community
General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6792954" data-attributes="member: 82106"><p>Right, I would say that last is the SITUATION. The explanation can of course be many things. Your monk CAN learn smite. He must swear his allegiance to a lawful good god, and spend 7 years in continuous meditation, then he gets smite and he can call himself a 'paladin' in-game and people will believe it too! He's still mechanically a monk though in all other respects. 5e might let you represent this by MCing a level in paladin, and 4e would let you pick an MC feat, etc etc etc, but NPCs can be assumed to have just done whatever narrative things are represented by these various feats and whatnot. </p><p></p><p>Its not that PCs should be limited to a very small set of paths, its only that the designers of the game have felt that they have other things to do than design 1000 classes, and that having 9 or 12 or whatever helps the players focus on what they want, rather than wade through vast numbers of almost arbitrary permutations of options. Classes are for players, they make the game more playable.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6792954, member: 82106"] Right, I would say that last is the SITUATION. The explanation can of course be many things. Your monk CAN learn smite. He must swear his allegiance to a lawful good god, and spend 7 years in continuous meditation, then he gets smite and he can call himself a 'paladin' in-game and people will believe it too! He's still mechanically a monk though in all other respects. 5e might let you represent this by MCing a level in paladin, and 4e would let you pick an MC feat, etc etc etc, but NPCs can be assumed to have just done whatever narrative things are represented by these various feats and whatnot. Its not that PCs should be limited to a very small set of paths, its only that the designers of the game have felt that they have other things to do than design 1000 classes, and that having 9 or 12 or whatever helps the players focus on what they want, rather than wade through vast numbers of almost arbitrary permutations of options. Classes are for players, they make the game more playable. [/QUOTE]
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Do Classes Have Concrete Meaning In Your Game?
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