Adapting a video game concept to D&DN

I, on the other hand, find classes systems tend toward either hyper-specialization (I do only one thing, but I literally cannot fail at it) or general-suck (I put points in everything and have no inherent weaknesses, but I can't succeed on any task unless I roll well).

So the first thing a class system should do is define the archetype and position in the game world. The fighter is adept at combat, the wizard is a physical weakling who can destroy you with his mind, etc. Classes can also vary in the level of exactness (a fighter is fairly generic, a monk is defined by his cultural baggage and fighting style).

All that said, I think cleric, fighter, wizard, rogue should be fairly broad and accommodating various types (a fighter can be a dual-wielder, tank, or archer, a rogue can be a swashbuckler, scout, or thief, etc.) Other classes are a bit more restricted (rangers, paladins, druids, etc have more powers and tighter archetypes, thus less customization). For those looking for ultimate generalization, multi-classing is an option.

I don't need the game as fidgety as 3e, nor as tightly defined as 4e. Something like AD&D with consistent, swappable rules would be nice.
 

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In reference to the thread title, it occurred to me whilst playing Skyrim that the concept of classes could cater to BOTH sides of the argument for and against classes. The idea was spurred by the Guardian Stones in Skyrim where you can choose a 'thief', 'mage' or 'warrior' stone and the effect it grants is to speed your learning of skills specific to those roles.

The only problem is if you get shot in the knee, your options collapse down to playing a town guard. And we all know having to talk to guards at the gate is badwrongfun, so the campaign pretty much screeches to a halt.

;)
 

While I respect the OP's opinion, I believe that classes are the singular essence of D&D. Classes still leave a lot of room for different designs. Races were once classes. Kits took classes and sometimes turned them into almost completely separate classes. Classes have room for flexibility in the form of "specialist wizards", "priests of specific mythoi", 3e feat chains, or 4e builds.

With the comments on hating 4e's "roles", I think we'll find that classes are more general in D&D Next.
 

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