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Archetypes, are they useful anymore?

Greg K said:
1. The classes are not as flexible as they could be.

Yeah. Upon my first reading of the 3e PHB I was wishing they had gone more the UA "generic classes" or True20 route. I suspect I'll play it that way at some point.

Greg K said:
2. I think that multiclassing is too easy.

I don't think this is the job of rules. Perhaps they should have given more advice that a DM should require the character to take enough time to earn 1st level in a new class (I honestly can't remember if there's anything about that in the books), but that's the province of the DM.

In particular, unless you use the "multiclassing at first level" rule from the 3.0 DMG, I think you have to allow for a character who might have trained for two classes simultaneously--takes one for 1st level & the other for 2nd level. Well, OK, you don't have to, but I think the Aristocrat/Fighter multiclass that I'd like to play doesn't warrant huge obstacles.
 

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RFisher said:
In particular, unless you use the "multiclassing at first level" rule from the 3.0 DMG, I think you have to allow for a character who might have trained for two classes simultaneously--takes one for 1st level & the other for 2nd level. Well, OK, you don't have to, but I think the Aristocrat/Fighter multiclass that I'd like to play doesn't warrant huge obstacles.


Whenever I have a character that I plan to go multiclass, thats always the way I do it.
 

I'm a big fan of the archetypes as a starting point; the fun comes when trying to play different characters within the archetype, either as the stereotype (brave chivalrous knight in shining armour) or something different (cowardly knight whose armour is only shiny because it never gets used for its intended purpose).

I do think 3e has diluted the archetypes somewhat...sure, they're still there, but more in the background. The worst is what has been done to Thief - where has the archetypal backstabbing pilfering little only-vaguely-trustworthy sneak gone? Even the name has been changed, to protect the guilty (though that might have been 2e's doing). :)

Lanefan
 

Lanefan said:
The worst is what has been done to Thief - where has the archetypal backstabbing pilfering little only-vaguely-trustworthy sneak gone? Even the name has been changed, to protect the guilty (though that might have been 2e's doing). :)

Different strokes. I think the shift from thief to rogue was a brilliant move, helping people to realize that you don't have to play the class as a thief. You still can, which is a good thing, but you can also play it as a hundred different things, which is also a very good thing. Having the class labelled thief, IMO, would be like labelling the Wizard class something like Necromancer.
 

shilsen said:
Different strokes. I think the shift from thief to rogue was a brilliant move, helping people to realize that you don't have to play the class as a thief. You still can, which is a good thing, but you can also play it as a hundred different things, which is also a very good thing. Having the class labelled thief, IMO, would be like labelling the Wizard class something like Necromancer.
I disagree, but another option might be to split some of the classes up into sub-classes. Thief can have Rogue (a non-stealing con artist type, perhaps) and Assassin (still don't like this being a PrC); Wizard can include Illusionist and Necromancer (the only two schools distinct enough to split out, combine all the others into just plain "Wizard"). Calling the base sneak class "Thief" gives a better idea of what it's about.

Every time I hear the term "Rogue" I instantly think of Luke Skywalker's squadron and wait for a number to follow, as in Rogue 3, Rogue 5, etc.....

Lanefan
 

Hussar said:
Good grief, the 3e PHB gives you your skills, equipment and suggests feats for your character. How could it possibly be any easier to create a character?

Lots. :)

Incidentally, one of my favourite character creation processes involving archtypes was with the first edition of the WEG Star Wars game. Now, that was a simple and brilliant system.

P&P: Don't confuse "simplicity" and "archetypes". If you want a simple PC creation system, that's one thing, but it has little to do with archetypes, save that they are a method of acheiving one.

I'm arguing about archetypes, not how complex the creation system is.

Cheers!
 

Hussar said:
Good grief, the 3e PHB gives you your skills, equipment and suggests feats for your character. How could it possibly be any easier to create a character?

I think the quick character appendix in PHB II makes it easier if you aren't sure what you are going for. Gives you some semi competent starters for characters.
 

Lanefan said:
I do think 3e has diluted the archetypes somewhat...sure, they're still there, but more in the background. The worst is what has been done to Thief - where has the archetypal backstabbing pilfering little only-vaguely-trustworthy sneak gone? Even the name has been changed, to protect the guilty (though that might have been 2e's doing). :)

Hmm - I think that the thief suffers from two things:

* A lack of classic archetypal figures to model. Can you name any that really are similar to the AD&D thief? I get as far as "the Grey Mouser" and stop. The more versatile rogue of 3e seems to have more application. Note that the thief didn't existing in oD&D - it was added in the first supplement.

* It doesn't fit well into the game. The independence of the class (Let's go and rob someone!) works against the team game. When played in D&D the thief normally acts as a specialist dungeon explorer, able to bypass the locks and traps in the typical dungeon; the stealth skills are reduced in importance, and picking pockets is almost ignored.

Cheers!
 

tx7321 said:
The 1E discussion has gotten me thinking about the importance of archetypes in FRPGs. I don't just mean AD&D but all FRPGs (even scifi). They seem to have been widdled downed and combined as flexibility has become all important. But is there a cost for loosing these strict devisions. These types are few, and date back many 1000s of years (certainly they are older then Greek Mythology), and they seem to be somewhat cross-cultural (showing up in New and Old world civilzaitons far from Europe).

Personally, I think the "classes are archetypes" argument used in relation of 1e and 2e AD&D is very much overblown. The main problem with the argument (as I see it) is that the classes as written don't seem to fit any literary archetypes at all.

For example, the thief class in 1e D&D was pretty clearly heavily influenced by the character of the Grey Mouser. But in play, the 1e thief didn't play like the inspiration. In point of fact, when he wanted to create a Grey Mouser like character for his use (Gord the Rogue), Gygax had to substantially modify the class to get to the archetype (see the appendix to the first Gord book). And the 'archetype" doesn't fit, for example, Bilbo Baggins very well.

Some of the "archetypes" are based on a single literary character: the structure and abilities of the 1e Ranger are very obviously built upon the character of Aragorn. The paladin class and its abilities is based upon the protagonist in the book Three Hearts and Three Lions.

The 1e cleric class has almost no literary antecedent. I suppose you could say that it is partially based on Bishop Odo and his participation in the Battle of Hastings, or Moses, and the abilities he displays in Exodus (including the spells sticks to snakes, part water, create food and water, and so on). But it isn't a good fit for either.

Gandalf doesn't work as a 1e AD&D wizard. Legolas and Gimli would both be 1e AD&D fighters, but their skills are wildly different. Nor do the AD&D 1e fighter skills really fit Conan very well - he displays a lot of what would be designated "thiefly" abilities in the stories Howard wrote about him.

And these dissatisfations resulted in a burgeoning proliferation of classes. One class for every variation. The Barbarian. The Thief-Acrobat. The Cavalier. The Sentinel. The Jester. The Bandit. The Sage. And so on, and so forth. Until you had so many classes that the "benefit" asserted for a class based system (ease of character creation) became swallowed up by the enormous number of variant classes to look through.

So what are they (which types do the cleric, fighter and magician represent, what about the thief), why are they important, and what do we loose or gain by mixing them (through things like skill and feat systems)? I assume the enjoyment is the novelty, and perhaps the realization of each personality type within yourself resulting in a more challanging personal experiance. But, at a point, the PC becomes a non-entity, an equal mix of fighter and rouge and Magician results in a less stodgy and powerful character perhaps, but IMO a duller one as well. And onne you can't really learn about yourself from. Yet this is the direction FRPGs have gone.

I'm not sure how I "learn more about myself" playing a 1e fighter, as opposed to a 3e fighter. I'm not sure I really want to "learn about myself" as part of playing an RPG at all. I have other, more powerful venues to do that. At the RPG table I want to play a game and have fun. Not engage in deep self-discovery.

But as to why should there be the ability to mix characters types and "dilute" the archetypes they supposedly represent?

I'd say first: because they are generally too narrow or pooorly defined to actually represented the archetypes that people assert they do. The magic-user class of 1e was way too narrow to fit most versions of "wizard" that come up in myth, legend, and literature.

I'd say second: because if you solve the first problem, then you end up defining the parameters of the classes so narrowly that you need literally dozens of classes to cover the relevant archetypes well.

And I'd say third: because playing the archetypes, while enjoyable, is not the end all and be all of gaming. Coming up with your own idea for a character is a lot of fun, and the game should support things that are a lot of fun.

I think that the 3e D&D compromise - allowing for "standard" classes, while making those classes broad enough to cover a variety of character types, and allowing mixture of classes to make those classes cover even more - is just about right. (For the record, I think that the proliferation of additional base classes is not a good development, many of those classes should be represented by making certain feat trees available combined with multiclassing).
 

MerricB said:
Hmm - I think that the thief suffers from two things:

* A lack of classic archetypal figures to model. Can you name any that really are similar to the AD&D thief? I get as far as "the Grey Mouser" and stop. The more versatile rogue of 3e seems to have more application. Note that the thief didn't existing in oD&D - it was added in the first supplement.

What about Cugel the Clever from Jack Vance? I think that was the main ispiration.

MerricB said:
* It doesn't fit well into the game. The independence of the class (Let's go and rob someone!) works against the team game. When played in D&D the thief normally acts as a specialist dungeon explorer, able to bypass the locks and traps in the typical dungeon; the stealth skills are reduced in importance, and picking pockets is almost ignored.

I agree about pick pockets, but not about the stealth part... those skills are very useful for the specialist dungeon explorer.
 

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