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2 types of warrior and 2 types of spellcaster and a perspective
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<blockquote data-quote="howandwhy99" data-source="post: 6069358" data-attributes="member: 3192"><p>I think of Multi-classing as simply being able to play another class or two with the same character. A Fighter 3 / Magic-User 2, for instance. Each session you choose which class you're playing and that's the one you gain XP in. Each class has a separate XP total and begins at level 1 for everyone. </p><p></p><p>The core 3 classes are Fighter, Magic-User, and Cleric. Each has some of the abilities of the other, but each is its own game with its own subsystem of mechanics integrated into the whole. The classes don't just play differently, they are built to play in different places. The original Dungeon! boardgame is actually one of the most insightful games for understanding D&D. It uses a similar design with different classes, different XP requirements, and different levels of the board for engagement. However, it was all combat and designed for competitive play instead of cooperative.</p><p></p><p>Role playing, at least for D&D, really is playing your class. Portraying a fictional personality is largely irrelevant, but you can portray one if you wish (like you can portray one during any game). The more you master the unique elements of your class, the more you move up in level and are equipped to deal with more difficult challenges (for the players).</p><p></p><p>Every class is an Exploration class. Fighters explore combat, magic-user's explore magic, and clerics do so with civilization. Each has its own subsystem, which can more or less be avoided if no one wants to engage with those elements (though if that's your class, then that's also where your going to get your XP).</p><p></p><p>I'm not averse to Classes overlapping in scope. In fact, it has to be so on at least some level for the players to find common ground. But this doesn't mean classes should be all designed for uniform play either. That gets boring real fast and you'll see yourself constantly looking for next quick "feel good" game because of its freshness. Instead, creativity can grow in cooperation when it's built on complementary abilities and behavior. Having this diversity actually improves the capability of the whole when acting as a group, while also lowering the threat to each when facing individual weaknesses. It also opens the door for inventiveness on a group level instead of just for individual players trying new strategies out.</p><p></p><p>Fighters use magic for combat, namely arms and armor. The use of magic for their trade. Clerics use magic via their god instead of learning it themselves. If anything, it is part of understanding their beliefs. Magic Users engage with magic as students everywhere they find it, which is pretty much everywhere they explore. Combat and creatures overlap into the other core classes as well, but each in their own way.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6069358, member: 3192"] I think of Multi-classing as simply being able to play another class or two with the same character. A Fighter 3 / Magic-User 2, for instance. Each session you choose which class you're playing and that's the one you gain XP in. Each class has a separate XP total and begins at level 1 for everyone. The core 3 classes are Fighter, Magic-User, and Cleric. Each has some of the abilities of the other, but each is its own game with its own subsystem of mechanics integrated into the whole. The classes don't just play differently, they are built to play in different places. The original Dungeon! boardgame is actually one of the most insightful games for understanding D&D. It uses a similar design with different classes, different XP requirements, and different levels of the board for engagement. However, it was all combat and designed for competitive play instead of cooperative. Role playing, at least for D&D, really is playing your class. Portraying a fictional personality is largely irrelevant, but you can portray one if you wish (like you can portray one during any game). The more you master the unique elements of your class, the more you move up in level and are equipped to deal with more difficult challenges (for the players). Every class is an Exploration class. Fighters explore combat, magic-user's explore magic, and clerics do so with civilization. Each has its own subsystem, which can more or less be avoided if no one wants to engage with those elements (though if that's your class, then that's also where your going to get your XP). I'm not averse to Classes overlapping in scope. In fact, it has to be so on at least some level for the players to find common ground. But this doesn't mean classes should be all designed for uniform play either. That gets boring real fast and you'll see yourself constantly looking for next quick "feel good" game because of its freshness. Instead, creativity can grow in cooperation when it's built on complementary abilities and behavior. Having this diversity actually improves the capability of the whole when acting as a group, while also lowering the threat to each when facing individual weaknesses. It also opens the door for inventiveness on a group level instead of just for individual players trying new strategies out. Fighters use magic for combat, namely arms and armor. The use of magic for their trade. Clerics use magic via their god instead of learning it themselves. If anything, it is part of understanding their beliefs. Magic Users engage with magic as students everywhere they find it, which is pretty much everywhere they explore. Combat and creatures overlap into the other core classes as well, but each in their own way. [/QUOTE]
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