Steely_Dan
First Post
Or more to the point... 1 year and 9 months.![]()
Yeah, lame (I almost appreciate the humour), I want people be able to convert/play their character concept from the start.
Oh yeah, Psion.
Or more to the point... 1 year and 9 months.![]()
Because the discussion needs to take place over what is and is not a class in Next. That line is getting drawn and we need to discuss where it should be drawn and why. "That class has always been part of the game!" shouldn't be argument enough, and neither should "fanboys will throw a fit if it's not included!" The former doesn't apply because it's a new edition and there are changes in every edition of the game (the assassin class, for example), and the latter is simply a business argument rather than a game design argument.If you don't have a problem with paladins existing as a class, and you also don't have a problem with avengers existing as a theme, I don't know what the complaint is anymore.![]()
It shouldn't be reason enough for you. Descending AC was part of the game for a long time, as was to-hit tables and gold-for-XP and lots of other complicated weirdness. That's not a good enough reason to put them back in the game.My point is only that there can be more than one way to realize an archetype, and for a paladin and a ranger (and an assassin and a monk and a druid and a bard and a....), class is one way that they can be realized. WotC is pursuing these as classes because people want them as classes, and because they are legacy classes, and that's reason enough for me, since all classes are ultimately fairly arbitrary.
Again, it's a question of where to draw that line. Why should avengers be on the "theme" side but paladins and rangers be on the "class" side? There's not going to necessarily be a right or wrong answer as it's almost completely opinion based, but the discussion itself is important. What makes a class a class and not a theme? What intrinsic value does a paladin have that makes it a class versus something like an avenger or a samurai? I have my answers and other people have theirs. Me explaining my reasoning and them explaining theirs, then dissecting those reasonings is very important to coming to a consensus about what the game should be.They may or may not do avengers like that, but if you personally want an avenger class you should have it, even if you have to make it yourself or get it from a third party. And if you don't want an avenger class, then you're not missing anything by not having it.
Some 3rd party material is very good. Most of it is complete crap, either broken as hell or undervalued. I'm not sure you really remember what it was like in the early 2000s with the complete glut of third party stuff out there. I don't know about you, but I have never had the time or money to buy every single book printed in order to read them all and determine how they would affect my game. Plus I had some very sneaky players, who would ask me one week if this class is okay and then next week ask me if this feat was okay and then a month later, I suddenly see how friggin' broken that combination is once they hit a certain level. And honestly, I'm not sure if that glut has gotten better or worse with Pathfinder considering the number of PDF publishers out there now since I've completely banned all non-Paizo material from my Pathfinder game for exactly that reason.I've never had a problem, but part of a DM's job is in limiting the players' options to what is campaign-appropriate. I haven't seen much in a 3rd party that was any more egregious than what WotC published themselves. I have, conversely, seen a LOT of OGL stuff that was very well balanced, awesomely flavorful, and not really something I could do without in my games.
To me, it's about giving people what they want. People read LotR and want to play a ranger. It's iconic. People have ideas about it. They don't need to be multiclassing fighter, rogue, and druid to get what they want.
The paladin is more of a problem because it doesn't map well to anything outside of D&D; it's strictly a D&D-ism, and a niche within that. (Which is why I would replace it with a knight/cavalier/champion/etc., something that accomplishes more in terms of representing a broad archetype).
Yes. It does.Because the discussion needs to take place over what is and is not a class in Next.
This isn't a game design argument. It's a popularity contest. Paladins are popular. Iconic, even. Hell, their stuff is even iconic, cf. sword +5, holy avenger."That class has always been part of the game!" shouldn't be argument enough, and neither should "fanboys will throw a fit if it's not included!" The former doesn't apply because it's a new edition and there are changes in every edition of the game (the assassin class, for example), and the latter is simply a business argument rather than a game design argument.
"Leave in the stuff a lot of people like" is a useful guideline.In order for Next to be the best overall version of D&D, there has to be a clear and concise guideline for game design.
If you want to get really pedantic, I'll say that WotC absolutely does need to draw the line somewhere, or else the player's handbook would be infinitely large.You say this as if it's a tautology, but I'm unconvinced. There isn't some magical number of classes that is the logically perfect number of classes. If a particular DM feels like they must draw a line, then more power to them, and they should. But WotC doesn't need to universally draw that line for everyone.
No kidding. The specific discussion is not "able to play a paladin or not", but "how exactly are you able to play a paladin." Which was my point, that you were objection to an argument not being made. You want to make sure people can play a paladin if they want to. Which they can, even if it's mechanically a theme instead of a class.So it's not about a need. It's about a want.
This is what you're missing. The discussion is about whether the paladin should be a class or a theme, not whether it should be in the game at all.Some people don't want it as a unique class. And they don't have to have it if they don't want it. That doesn't mean that others shouldn't have it, though.
There are more World of Warcraft players than there are D&D players. Therefore D&D should be like World of Warcraft. According to a lot of 4e haters, that's exactly what WotC did and it got them a horrible backlash. That's a big complaint with comic book movies that are in production right now, "Dark Knight was popular, so we need to do grim and gritty versions of all the characters!" Great if you're talking about characters suited to that, horrible if it's Superman or Deadpool.This isn't a game design argument. It's a popularity contest. Paladins are popular. Iconic, even. Hell, their stuff is even iconic, cf. sword +5, holy avenger.
"Leave in the stuff a lot of people like" is a useful guideline.
Fifth Element said:The discussion is about whether the paladin should be a class or a theme, not whether it should be in the game at all.
Since WotC must necessarily draw arbitrary lines at what should and should not be a class in the PHB (because the book has a page count), then it's a discussion that must be had.