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Looking for thoughts on my kitbashed 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7236879" data-attributes="member: 82106"><p>I don't think classes describe NPCs, they are a tool that is used by players to assist them in defining and managing PCs. What that means is that classes don't have an explicit existence in the world. No character says "I'm a fighter/wizard hybrid!" This also means classes don't have to follow some sort of specific design pattern, or all fulfill exactly the same purpose. Now, from a standpoint of constructing a coherent set of rules, classes should be roughly equivalent, but not everyone who calls himself a 'fighter' need be a member of the same class, though they are probably sharing some commonalities in game world terms (and thus probably in mechanics) with other 'fighters'. </p><p></p><p>You could thus have some VERY niche classes, if that serves the player's purpose and some that are much broader. I've come to favor a somewhat 'weaker' class system than D&D is typically designed to provide. HoML classes, for instance, may simply provide access to a few unique 'class boons' that support a core concept, broad or narrow as may be. So I am OK with there being a 'warrior' class that can broadly represent many, or most, primary weapon-using characters who are mainly defenders and/or strikers, but there's no reason why you cannot have a 'Samurai' class that provides a couple of unique things that simply aren't very common and go together in a coherent way to invoke that archetype. I think this is mainly a way to make things simpler, and if much of what you can do is spun off your power source, then its relatively low cost in game design space.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7236879, member: 82106"] I don't think classes describe NPCs, they are a tool that is used by players to assist them in defining and managing PCs. What that means is that classes don't have an explicit existence in the world. No character says "I'm a fighter/wizard hybrid!" This also means classes don't have to follow some sort of specific design pattern, or all fulfill exactly the same purpose. Now, from a standpoint of constructing a coherent set of rules, classes should be roughly equivalent, but not everyone who calls himself a 'fighter' need be a member of the same class, though they are probably sharing some commonalities in game world terms (and thus probably in mechanics) with other 'fighters'. You could thus have some VERY niche classes, if that serves the player's purpose and some that are much broader. I've come to favor a somewhat 'weaker' class system than D&D is typically designed to provide. HoML classes, for instance, may simply provide access to a few unique 'class boons' that support a core concept, broad or narrow as may be. So I am OK with there being a 'warrior' class that can broadly represent many, or most, primary weapon-using characters who are mainly defenders and/or strikers, but there's no reason why you cannot have a 'Samurai' class that provides a couple of unique things that simply aren't very common and go together in a coherent way to invoke that archetype. I think this is mainly a way to make things simpler, and if much of what you can do is spun off your power source, then its relatively low cost in game design space. [/QUOTE]
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