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General Tabletop Discussion
*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="FireLance" data-source="post: 6077833" data-attributes="member: 3424"><p>I pretty much consider all of this to be irrelevant because in my view, classes are only means to an end. The real issue is not what is encompassed by a class concept, but whether I can take the character creation rules (race, class including multiclassing, and other bits if available such as feats, backgrounds, themes, etc.) and put together the character I want. Narrow classes are not a problem as long as the range of viable character archetypes remains broad. (Yes, the use of "viable" is deliberate, as I think it is one of the key strengths of 4e*.)</p><p></p><p>EDIT: * I do note, however, that broad viability of character types might not actually be viewed positively by those who prefer narrower or more "realistic" archetypes - some who have very fixed ideas about paladins and chivalry might find it distasteful that it is even possible to play a paladin who is an expert archer, even though it is hard to see how they could ever be forced to make such a character themselves. But then again, if everyone stopped complaining about other people being able to make choices that they don't want, there wouldn't be any issue with <em>come and get it</em>.</p><p></p><p>This issue has a bit more traction for me, but I don't consider it to be major becuase the flexibility of the base 4e system makes it almost trivial to fix it. Just add an archer theme and you can have a bow-wielding divine warrior and and archer-type character that does not need to have strong ties to nature (not that the 4e ranger actually has strong ties to nature, anyway - it's a Martial class, not a Primal one).</p></blockquote><p></p>
[QUOTE="FireLance, post: 6077833, member: 3424"] I pretty much consider all of this to be irrelevant because in my view, classes are only means to an end. The real issue is not what is encompassed by a class concept, but whether I can take the character creation rules (race, class including multiclassing, and other bits if available such as feats, backgrounds, themes, etc.) and put together the character I want. Narrow classes are not a problem as long as the range of viable character archetypes remains broad. (Yes, the use of "viable" is deliberate, as I think it is one of the key strengths of 4e*.) EDIT: * I do note, however, that broad viability of character types might not actually be viewed positively by those who prefer narrower or more "realistic" archetypes - some who have very fixed ideas about paladins and chivalry might find it distasteful that it is even possible to play a paladin who is an expert archer, even though it is hard to see how they could ever be forced to make such a character themselves. But then again, if everyone stopped complaining about other people being able to make choices that they don't want, there wouldn't be any issue with [I]come and get it[/I]. This issue has a bit more traction for me, but I don't consider it to be major becuase the flexibility of the base 4e system makes it almost trivial to fix it. Just add an archer theme and you can have a bow-wielding divine warrior and and archer-type character that does not need to have strong ties to nature (not that the 4e ranger actually has strong ties to nature, anyway - it's a Martial class, not a Primal one). [/QUOTE]
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