steeldragons
Steeliest of the dragons
There is a certain wish fulfillment aspect of D&D; it's not out of line to want to play larger than life characters. But okay, you do sometimes have to make choices. However, I think some versions of D&D's class system have done a better job of capturing those choices than others.
No argument there.
You can get all that without classes as well though. Sometimes even more so. I frequently find in modern/future games...
Annnnd, I'm gonna stop you right there. That's those games. Those systems. And that's WONDERFUL...for those games/systems. Give me one reason why "bescause they do it D&D should too."
With more flexible character creation systems, it's so easy for players to gimp themselves that I have to very carefully disseminate what I expect of them to guide their choices.
That would seem to be a reason to not play those systems.
Even so, those choices end up being very impactful.
I'm not questioning that. I'm questioning why that should, then, become something for D&D?
You really do not see the difference between every character being able to become trained in horse archery during levelup and every character being able to shoot from the back of a horse with good accuracy?
I've reread this several times...and no. I see no difference here. If they're trained in horse archery...why can't they shoot from the back of a horse with good accuracy?
Classless systems allow for the former, but when the party is on the run from the warg horde, only the ones which actually spend their resources on horse archery can shoot back while they ride away from them.
Why would that be? Both have horse archery. And every character can do that...I'm clearly missing/misunderstanding something.
How are two characters with the same class different?
Seriously? Is this serious question or should I be reading it as sarcasm? I've had a [Caution: hyperbole coming] HUNDREDS of mage characters, rogue characters, cleric characters...ok, maybe only dozen or so Fighter characters, but still...ALL of them are different characters. Personalities. Fighting styles/tactical preferences. Spell choices that lead to different styles of play/character concept. Deity choices (which lead to spell and RP choices) that lead to different styles of play. I have NO problem whatsoever making different characters...even if almost all of the abilitiy & skill choices are the same. THAT'S playing a ROLE-playing game. My character is not my class. He/she may be largely dictated as to what he/she can do. But the characters are HARDly "the same." I have no problem whatsoever imagining "two characters with the same class" being vastly different.
Me as player being able to do things opposed to a writer is to me the difference between playing an RPG and reading a book. So yeah, I do consider it quite an important part of RPGs.
Ease of player entry? Archetypes provide the same benefit without being restrictive.
I think we will just agree to disagree here. As with practically everything in D&D, it's a matter of preference and play style. I will not see the attributes of your preferences and play style as "better"...and you won't see mine as "better." And that's OK!
