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General Tabletop Discussion
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5E Core Classes - According to Enworld
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<blockquote data-quote="SKyOdin" data-source="post: 5787422" data-attributes="member: 57939"><p>Because that would fundamentally limit the scope of how much change and variation would be possible, and would dilute the four "core" classes into being more or less meaningless.</p><p></p><p>Let's look at the bard as a example. You could possibly make a bard by combining the rogue and the wizard and taking on a couple of special abilites associated with singing. Or you could expand on the idea of a character who draws on the power of song and dance and create a class that is fully realized unto itself, with all of the breadth and depth of a wizard, with a completely distinct set of abilities. The first approach leads to much shallower rules systems with less room for significant variation than the second, since the second still lets you recreate the results of the first and has a whole other class as well. Creating more classes with their own mechanics means there is more options available in the system.</p><p></p><p>I'm all for having classes that give a ton of freedom and customization, but that is no reason to limit your number of classes. You don't gain anything by declaring an absolute limit to the number of classes.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5787422, member: 57939"] Because that would fundamentally limit the scope of how much change and variation would be possible, and would dilute the four "core" classes into being more or less meaningless. Let's look at the bard as a example. You could possibly make a bard by combining the rogue and the wizard and taking on a couple of special abilites associated with singing. Or you could expand on the idea of a character who draws on the power of song and dance and create a class that is fully realized unto itself, with all of the breadth and depth of a wizard, with a completely distinct set of abilities. The first approach leads to much shallower rules systems with less room for significant variation than the second, since the second still lets you recreate the results of the first and has a whole other class as well. Creating more classes with their own mechanics means there is more options available in the system. I'm all for having classes that give a ton of freedom and customization, but that is no reason to limit your number of classes. You don't gain anything by declaring an absolute limit to the number of classes. [/QUOTE]
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