Star Wars isn't sci-fi, though. It's Space Fantasy.
Star Trek is sci-fi, albeit pretty far to the soft end of that spectrum.
Neither of them is particularly good SF, I'll grant you that.
Star Wars isn't sci-fi, though. It's Space Fantasy.
Star Trek is sci-fi, albeit pretty far to the soft end of that spectrum.
Or maybe it just says that WotC is putting on stage productions of Fiddler on the Roof every night.Given that class-based RPGs are less common, the choice to use a class-based system says something. In particular, one of the things it says is that codified classes make sense in this world.
I mean like prabe said sometimes I don't have a choice in what game I'm going to play. sometimes I have to compromise and choose a class even though the character I have in mind is a bit more nebulous than what the game will let me do. I do like thinking of what class I'm gonna play when I don't have a character in mind, or even coming up with characters with a class in mind, but I especially like thinking outside the bounds of what's usually expected of the class. like not every cleric is going to be the healbot with a mace. sometimes I'm a cleric of a war god and your average person might not think me a holy man but just some random mercenary. or maybe I'm a cleric of a god of magic. people might see me and think of me as some sort of wizard instead. be a fighter who only uses slings, or a ranger who's only ever explored the sewers beneath the city, idk man classes are dumb when they're rigidly defined imo.Given that class-based RPGs are less common, the choice to use a class-based system says something. In particular, one of the things it says is that codified classes make sense in this world. After all, if you didn't want your class to really mean something, then you could have played one of those other games.
I feel like fantasy doesn't have as many universal tropes as people would like to think. and if it does it's probably because it's tapping on the long history of human mythology. science fiction has only really coalesced in it's current form like maybe 200 years ago? the other problem is science fiction by its nature is a lot more open ended. Star Trek has planets and spaceships and it's ostensibly sci fi (though I find this claim tenuous imo). but Fallout only has planet and no spaceships (none that anyone flies at least) and I'll be damned if that's not also sci fi.On a very serious note, one of the problems with sci-fi RPGs is that they don't have a universal set of tropes to help get everyone on the same page with how the world works. The closest we have is Star Trek, and that doesn't work for a lot of campaign types. It's a big problem, which limits their popularity. Hence why space fantasy is much more common.
I would totally allow my players to refluff races/classes as each other if it helps them make the character concept they want to make. You tout the strengths of a class based game, but don't list any; I wish you would have, as none are apparent to me.
I disagree. The lore tells us what Paladins are usually like, we don't need the PC's as an example to know how the world works.
With the fact that between backgrounds, classes/Subclasses, and race alone there are about 1,000 ways to portray any giving thematic 'class' as a base option is pretty apparent that that was the design goal of 5e.Because the mechanics of the game reflect the reality of the game world. That's why we're using one set of mechanics, instead of some other set of mechanics.
If it was possible for a Warrior-nun of the Raven Queen to be accurately represented with multiple different classes, then that indicates a severe mis-match between the reality and its reflection. We shouldn't be using these classes to represent a reality where they don't hold. The consistent approach would be to define Warrior-nun of the Raven Queen as its own class.
man how many times do people have to say it? not everyone has a choice. I mean I could decide not to play with my friends, I could also make a vain attempt to get people to play a different game with no classes, but sometimes you gotta compromise, especially when the most popular rpg in the world uses classes.Why are you playing D&D?
I don't feel like writing out a treatise on the strengths of D&D right now.
It's all been said before.
What is perplexing me here is why you are playing a game where you can't see the strengths of it.
man how many times do people have to say it? not everyone has a choice. I mean I could decide not to play with my friends, I could also make a vain attempt to get people to play a different game with no classes, but sometimes you gotta compromise, especially when the most popular rpg in the world uses classes.
You guys have heard the phrase "your class is not your character," right? the idea is that you don’t have to be an baby-eating psychopath just because your sorcerer has the Abyssal bloodline. You don’t have to be a purehearted hero just because you know your way around a smite evil.
I'm curious if this is a real problem that people have encountered, or if it's just a good soundbite. Have you ever encountered a GM or another player who told you that you were "playing your class wrong?" I may just be lucky in my groups, but I haven't ever encountered that mess out in the wild.
Comic for illustrative purposes.
Your conclusion doesn't follow from your premise. Backgrounds, subclasses, and races exist as a way to reflect slightly different realities; but the rules still definitely reflect those specific realities.With the fact that between backgrounds, classes/Subclasses, and race alone there are about 1,000 ways to portray any giving thematic 'class' as a base option is pretty apparent that that was the design goal of 5e.
They didn't want to go the way of 3.X with a million classes, subclasses, and prestige classes. They presented a few general classes that can be molded to fit multiple concepts.
Refluffing is the standard in 5e.