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General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
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<blockquote data-quote="jgsugden" data-source="post: 8248682" data-attributes="member: 2629"><p>Class is the primary source of power for the character. That does <em>not</em> mean it needs to be the primary source of their place in the world. A fighter can be a very generic class, but that does not mean that every fighter needs to be very generic. Their background, their humanoid type, and the backstory the player writes (ESPECIALLY the backstory) can all have equal or greater influence on who that character is and how they fit into the world. Your example of the "Anti-Magic Magic Cop" seems to indicate you've done the same. </p><p></p><p>Characters are built on character, not stats. Being royalty, a merchant's child, a former criminal, etc... all should have more of an effect on who they are than their class.</p><p></p><p>Further, reskinning can change a lot and not impact balance. One of my PCs is a Vuman (Warlock Magic Initiate - Mage Hand, Prestidigitation, Hex) Open Hand Monk - on paper. However, those are just the mechanics of his abilities. He is a wandering (Far Traveler origin) member of a clan that practices supernatural arts. All of his monk abilities are given a reskin so that they are primarily working based upon spectral hands he summons to perform the abilities (not everything, but most of it). A stun is a hand grasping a nerve on the enemy. His movement is his body being dragged along by the hands. The Open Hand Push and Prone are hands dragging enemies around. He doesn't belong to a monastery. He doesn't meditate. I selected the Shadow Touched Feat for him to give him more supernatural abilities. He feels a but like a monk, but doesn't subscribe to that title. </p><p></p><p>Further, you can develop class concepts further to give them more of a place in your world, with relationships and obligations creating expectations. In my homebrew, the sorcerers have baggage due to their origin, with the baggage differing based upon their origin (not really for the wild sorcerers, but for the rest). For example, a Divine Soul is sought out by the churches and recruited. The new Aberrant Mind is a perfect fit for a storyline, and I have NPCs that would be extremely interested in recruiting them. If you have dragon blood, you're going to be of interest to the followers of Bahamut, Tiamat and Vorel. </p><p></p><p>Artificers (as well as anyone else that might dabble in things related to science) also tend be sought out and 'encouraged' to join organizations in my setting. Those organizations have long histories, goals, etc... If you join - great. If you don't, you likely made an enemy. Either way, it adds to your place in the world.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8248682, member: 2629"] Class is the primary source of power for the character. That does [I]not[/I] mean it needs to be the primary source of their place in the world. A fighter can be a very generic class, but that does not mean that every fighter needs to be very generic. Their background, their humanoid type, and the backstory the player writes (ESPECIALLY the backstory) can all have equal or greater influence on who that character is and how they fit into the world. Your example of the "Anti-Magic Magic Cop" seems to indicate you've done the same. Characters are built on character, not stats. Being royalty, a merchant's child, a former criminal, etc... all should have more of an effect on who they are than their class. Further, reskinning can change a lot and not impact balance. One of my PCs is a Vuman (Warlock Magic Initiate - Mage Hand, Prestidigitation, Hex) Open Hand Monk - on paper. However, those are just the mechanics of his abilities. He is a wandering (Far Traveler origin) member of a clan that practices supernatural arts. All of his monk abilities are given a reskin so that they are primarily working based upon spectral hands he summons to perform the abilities (not everything, but most of it). A stun is a hand grasping a nerve on the enemy. His movement is his body being dragged along by the hands. The Open Hand Push and Prone are hands dragging enemies around. He doesn't belong to a monastery. He doesn't meditate. I selected the Shadow Touched Feat for him to give him more supernatural abilities. He feels a but like a monk, but doesn't subscribe to that title. Further, you can develop class concepts further to give them more of a place in your world, with relationships and obligations creating expectations. In my homebrew, the sorcerers have baggage due to their origin, with the baggage differing based upon their origin (not really for the wild sorcerers, but for the rest). For example, a Divine Soul is sought out by the churches and recruited. The new Aberrant Mind is a perfect fit for a storyline, and I have NPCs that would be extremely interested in recruiting them. If you have dragon blood, you're going to be of interest to the followers of Bahamut, Tiamat and Vorel. Artificers (as well as anyone else that might dabble in things related to science) also tend be sought out and 'encouraged' to join organizations in my setting. Those organizations have long histories, goals, etc... If you join - great. If you don't, you likely made an enemy. Either way, it adds to your place in the world. [/QUOTE]
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