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One thing I hate about the Sorcerer
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<blockquote data-quote="Neonchameleon" data-source="post: 9321711" data-attributes="member: 87792"><p>On the contrary. D&D has <em>never</em> been a generic game. But what happened was a massive worldbuilding change with the publication of D&D 3.0</p><p></p><p>Before D&D 3.0 <em>almost everybody</em> was hard-locked in terms of who they could be. Once you picked your class at first level your destiny, other than for a very few humans, was set in stone. If you were a Magic User/Cleric/Thief then that is what you would be until the day you died. Frankly I find that sort of worldbuilding with a system mechanics enforced caste system frankly morally repellent. </p><p></p><p>From 3.0 onwards once you set out on the path of the fighter you will always have been a fighter going forward, and it will always be a part of you. But in 3.X and 5e you can change your classes pretty freely and in 4e and 5e you can pick up features of other classes as you level up. Your past is fixed - but your future has multiple paths.</p><p></p><p>Frankly I find the worldbuilding of the more recent half of D&D's life where you could learn to be something other than what your birth and early years overwhelmingly better than "you are your class and that is that and if your class has no magic then it sucks to be you". The idea that people couldn't get what they want out of D&D's worldbuilding is frankly false. And I'm prepared to bet that many <em>many</em> more people are happy with WotC era worldbuilding here (including supernatural fighters) than were ever fans of the TSR hard-locked class system.</p><p></p><p>And the TSR era class-locked worldbuilding didn't just make people unhappy, it made large numbers of them unhappy enough to <em>walk</em>. You're complaining that the shoe pinches your foot when the old ones lead to masses of active amputations. Yes people were unhappier with the tighter restrictions in the old days even if you were among the few who actually found those one-size-fits-all shoes comfortable.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9321711, member: 87792"] On the contrary. D&D has [I]never[/I] been a generic game. But what happened was a massive worldbuilding change with the publication of D&D 3.0 Before D&D 3.0 [I]almost everybody[/I] was hard-locked in terms of who they could be. Once you picked your class at first level your destiny, other than for a very few humans, was set in stone. If you were a Magic User/Cleric/Thief then that is what you would be until the day you died. Frankly I find that sort of worldbuilding with a system mechanics enforced caste system frankly morally repellent. From 3.0 onwards once you set out on the path of the fighter you will always have been a fighter going forward, and it will always be a part of you. But in 3.X and 5e you can change your classes pretty freely and in 4e and 5e you can pick up features of other classes as you level up. Your past is fixed - but your future has multiple paths. Frankly I find the worldbuilding of the more recent half of D&D's life where you could learn to be something other than what your birth and early years overwhelmingly better than "you are your class and that is that and if your class has no magic then it sucks to be you". The idea that people couldn't get what they want out of D&D's worldbuilding is frankly false. And I'm prepared to bet that many [I]many[/I] more people are happy with WotC era worldbuilding here (including supernatural fighters) than were ever fans of the TSR hard-locked class system. And the TSR era class-locked worldbuilding didn't just make people unhappy, it made large numbers of them unhappy enough to [I]walk[/I]. You're complaining that the shoe pinches your foot when the old ones lead to masses of active amputations. Yes people were unhappier with the tighter restrictions in the old days even if you were among the few who actually found those one-size-fits-all shoes comfortable. [/QUOTE]
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