Legends & Lore: Clas Groups

experts can be flawed. I am saying I'd put odds on it that they will succeed at it if such a system can work out well, and also that I think such systems have worked well in other games including (sort of) a prior edition of D&D.

I'm not denying that they are game designers, or that there is a team designing this game, and it might be successful. All that's trivially true. I am denying that one's thoughts about game design are invalid ("...odds are they are not...") because he or she may not be a professional game designer.
 

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I don't think I agree with this. Or at least the stealth bit - I've got no very strong view on spells, but my default preference is for a spell-less ranger a la 4e or AD&D up to 7th level.

But as far as stealth and ranged combat are concerned, I think the two go together. It's inherent in the idea of attacking from a difference that you try to take advantage of cover, superior terrain, deception as to where the attack is coming from, etc.

I see your point, but a ranged fighter ought to be doing those things, too, and he doesn't have proficiency with stealth. So...?

I hate hybrid classes, I really do. This is why I thought backgrounds and specialties were so brilliant. You could effect a perfectly serviceable bard by rolling a wizard with the minstrel background and a skilly specialty (which specialty that was changed a lot between packets). Fun rangers and paladins could be similarly constructed.

Fundamentally, I don't think these class groups should be /groups/ -- I think they should be the only classes. Classes should be broadly archetypal, with variation /within/ them. The ranger ought to either be a combat rogue with nature expertise or a skilly fighter with nature expertise, but probably the former.

That aside, the ranger could be an archetype, but you need to focus on what makes him unique, not what makes him a warrior or a trickster. For me, that's his survivalism. He's not good with a bow because he's a warrior, he's good with a bow because you hunt with one. He fights in close quarters with two weapons because he developed his combat style by observing animals, who are similarly armed. He tracks poachers through acres of wilderness on a diet of tree bark and his own urine for an opportunity to demonstrate the principles of Darwinian evolution with a few well-placed snares and blinds. The underbrush parts for a druid; the ranger just moves through it like it did.

These are things that do not characterize any other class, and they are why the ranger deserves to be his own beast. This is why I think he is a trickster and not a warrior, because his essence is skilly. His combat capability is not critical to his core concept.
 
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I'm not denying that they are game designers, or that there is a team designing this game, and it might be successful. All that's trivially true. I am denying that one's thoughts about game design are invalid ("...odds are they are not...") because he or she may not be a professional game designer.

I didn't say invalid, that would be deductive reasoning. I am saying odds are, which is inductive reasoning. You could be right, I just would bet on the WOTC design team being right on this one.
 

Yeah, your assumption of my bias is dead wrong. Honestly, I got no problem with a thief using wands of magic missiles. In the at all. In fact, I prefer magic items that can be used by anyone for whatever reason, but I'm a godless heretic. ;)
Isn't this discussion of what classes can use what items mostly orthogonal to class groups? The rule doesn't have to be "Wands of Magic Missile can only be used by Mages." Maybe it'll be "Activate the Wand of Magic Missile with a DC 12 Intelligence (Arcana) check. Mages succeed automatically." Or maybe the class group could just be used to provide an additional bonus, such as "Mages holding a Wand of Magic Missile may treat Magic Missile as a prepared spell." All of these rules can exist in a future-proof way due to the existence of the Mage group.
 

I see your point, but a ranged fighter ought to be doing those things, too, and he doesn't have proficiency with stealth. So...?

I hate hybrid classes, I really do. This is why I thought backgrounds and specialties were so brilliant. You could effect a perfectly serviceable bard by rolling a wizard with the minstrel background and a skilly specialty (which specialty that was changed a lot between packets). Fun rangers and paladins could be similarly constructed.

I totally agree. Although I recognize that it exists, I don't quite understand the emotional reaction some people get to a "class" being "demoted". Its not like there are any real "Rangers" out there that will lose their jobs. Especially if you can play a character that's effectively identical to previous characters anyway. ::shrug::

Fundamentally, I don't think these class groups should be /groups/ -- I think they should be the only classes. Classes should be broadly archetypal, with variation /within/ them. The ranger ought to either be a combat rogue with nature expertise or a skilly fighter with nature expertise, but probably the former.

I think that tangentially illustrates another bonus effect of putting more weight on the backgrounds and specialities...namely, the Grognard and the Newbie disagree on what a "ranger" is...with BG/Specs...they can both be right!

That aside, the ranger could be an archetype, but you need to focus on what makes him unique, not what makes him a warrior or a trickster. For me, that's his survivalism. He's not good with a bow because he's a warrior, he's good with a bow because you hunt with one. He fights in close quarters with two weapons because he developed his combat style by observing animals, who are similarly armed. He tracks poachers through acres of wilderness on a diet of tree bark and his own urine for an opportunity to demonstrate the principles of Darwinian evolution with a few well-placed snares and blinds. The underbrush parts for a druid; the ranger just moves through it like it did.

These are things that do not characterize any other class, and they are why the ranger deserves to be his own beast. This is why I think he is a trickster and not a warrior, because his essence is skilly. His combat capability is not critical to his core concept.

I'd imagine a "Woodsman" speciality and background could be written that would get you most of the way to Ranger from either Warrior or Trickster, and maybe even most of the way from Cleric/Wizard(Magic-User) to Druid.
 

And we won't know that until the final product. But, I'd put the odds pretty high for professional game designers working for the largest TRPG company in the world given 2+ years of design time and a full team to do it of doing it right. Certainly I'd put those odds above the odds of an amateur who got paid a couple times who declares it's not looking right to them.

Heh. An amateur getting paid a "couple times," I was always taught, made them a professional. Some people are just more fortunate to be able to be paid enough to make a living at it (and some of us have other things we think are more important).

For what its worth, I didn't say "its not looking right." Its not an issue of whether it can work or not. Obviously it can. Plenty of boardgames use that sort of artificial delineation to achieve "balance." However, I pointedly think, for an RPG like Dungeons and Dragons, the very idea is itself a bad idea. As in "It goes completely against the grain of what I want in an RPG like DnD." As in, "no level of polish or professionalism is going to make it a good idea for what I want from DnD." Such a system works fine at a certain level of abstraction. I could see something like Burning Wheel getting away with it. But for a game like DnD, I don't want that same level of abstraction, and if I did, I would be playing a different game. I prefer a more detailed oriented approach. If I am playing a fighter, and I find boots of stealth, I want to be able to be the fighter that now, via the magic boots, can be as stealthy as any rogue. I don't want to be told, "no, those boots are for a different sort of character and your fighter can't use them because it does not fit the character type or the 'group type' of your character."

I had hopes of WotC producing a game I could like and play, but if they are following this sort of design philosophy, I think its looking very good for Paizo. :/
 

Maybe, and I'm not necessarily endorsing this, it would be beneficial to use tags instead of groups. For example, a ranger would be a warrior and expert. Paladin? A warrior and priest. Then spell lists and magic items can be tied to keywords.

The more I think about it, the more I believe Jeff is right (despite his lack of conviction :) ). What we need is an inclusive system rather than an exclusive one. If you've got to have hybrid classes (groan), shoehorning them into the groups defined by their component parts is just madness. A ranger is not a warrior or a trickster; he's both, and if you're going to label him he should benefit from possession of both labels, not be punished by being given one arbitrarily.

But I still think the better solution is keeping classes to a high archetypal standard so you don't need labels. Each class should be its own label. As I said in my previous post, I think you can make a case for the ranger as a survivalist archetype. I'm less certain about the archetypal differences between the warlock, the sorcerer, and the wizard.
 
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Mike pointed out that for say an item that effects divine (primal magic) it would state its usable by Druids and Rangers even though they aren't in the same superclass.

So this tells me that superclass will have a very minium influence and specific needs of a class will take priority over the tendancies of the Superclass, although I can see specific feats, Prestiage Classes, Subclasses, adapted to Superclasses.

Example the Purple Dragon Knight Prestiage Class, prerequiste most be a Warrior Class, Hierophant Prestiage class must be one of the Priest Classes. Archmage must be a member of a Mage Class. Thief of Amn must be a member of a trickster class.
 

Heh. An amateur getting paid a "couple times," I was always taught, made them a professional. Some people are just more fortunate to be able to be paid enough to make a living at it (and some of us have other things we think are more important).

For what its worth, I didn't say "its not looking right." Its not an issue of whether it can work or not. Obviously it can. Plenty of boardgames use that sort of artificial delineation to achieve "balance." However, I pointedly think, for an RPG like Dungeons and Dragons, the very idea is itself a bad idea.

Yeah, it's used in RPGs, and was used (sort of) in a prior edition of D&D itself. Do we really need to go through a list of other RPGs that use similar classifications for classes, or can we both agree some other RPGs have done so?

As in "It goes completely against the grain of what I want in an RPG like DnD." As in, "no level of polish or professionalism is going to make it a good idea for what I want from DnD." Such a system works fine at a certain level of abstraction. I could see something like Burning Wheel getting away with it. But for a game like DnD, I don't want that same level of abstraction, and if I did, I would be playing a different game.

I am not even seeing how it is an abstraction. That's also not in your argument against it. How does, say, a Ranger being a member of the warrior classification, so that the game achieves a certain commonality for all warrior-types which can be used to help new players recognize what sorts of additional classes are like, and can aid in future product releases that include additional sub-classes in that warrior classification, a higher level of abstraction?

I prefer a more detailed oriented approach. If I am playing a fighter, and I find boots of stealth, I want to be able to be the fighter that now, via the magic boots, can be as stealthy as any rogue. I don't want to be told, "no, those boots are for a different sort of character and your fighter can't use them because it does not fit the character type or the 'group type' of your character."

You show me where they said that's how it's going to work. I already described how this sort of classification system can work to help with magic items, without it excluded use by some classes. As repeated twice already, here is an example, "Boots of Elven Kind: While wearing these books, rogues gain expertise in Dex (move silent) checks, all others gain skill proficiency in those checks." That's it, you achieve a useful differentiation between the broad classes without denying use of the item. Rogues can utilize a magic item that provides stealth better than fighters, but fighters still gain a stealthy benefit from them.

And when I said earlier that maybe you're not seeing the whole picture and making assumptions, this is the sort of thing I was referring to. You're assuming you have all the information necessary to draw a conclusion that it WILL operate a certain way, when you simply don't have that kind of information. You're depending on your own imagination, and how you think it will likely operate, and instead of phrasing your reaction in that context, you're instead declaring you know it operates a certain way and that way is bad.

I had hopes of WotC producing a game I could like and play, but if they are following this sort of design philosophy, I think its looking very good for Paizo. :/

I had hopes that sort of edition-warring language would end, particularly for this kind of issue. Hey Wicht, if 5e isn't for you, fine, 5e isn't for you. But leave the, "and I am speaking for everyone" sort of language out of it (which is what "this looks very good for [another game]" implies - since you're obviously referring to many more people than just yourself). This sort of classification system isn't the end of the world for me, for example, even if it did work how you think it will (and I don't think it will work that way).
 
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Thinking about it, I think I like magic items that work...

...for everyone
...for people of a certain race
...for people of a certain alignment
...for people with a certain ability (e.g. "spellcasting" or "arcane spellcasting" or "use magic device")
...for people of a certain "level" (perhaps... I'm a bit uncertain about this...)
...for people of a certain faith or religion
...for people at random
...for one person only

But oddly enough, magic items that work for people of a certain class or group of classes don't sound that good to me.
 
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