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General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
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<blockquote data-quote="TwoSix" data-source="post: 8248953" data-attributes="member: 205"><p>What I mean, specifically, is that in my games, class does not exist with the fictional setting. There are NPCs, and groups of NPCs. Some of those groups may be organized around specific abilities or affinities, like a temple or a magical organization. But the scope of the abilities of those NPCs is not based on class.</p><p></p><p>I've made a NPC clergymember of a healing god who can cast lesser restoration, cure wounds, and raise dead, and that's it. I've made a NPC "wizard" who can turn magic scrolls into wands, and that's the entire scope of his "casting" ability. I had another "wizard" who could cast magic missile, mage armor, and a limited version of arcane gate, at will, and that was it. I had a NPC who could make 3 attacks with his sword, wear heavy armor, and could cast disintegrate once per short rest, and that was his entire schtick. </p><p></p><p>It's a simple philosophy, for me: <em>Every NPC is unique.</em>. The PCs may be constrained by character creation rules (and I encourage my players to come up with concepts that break them at every opportunity), but the sense of an organization around the concepts is only useful if the <em>player</em> decides it would make sense. If the player wants a monk PC from a hidden temple, than I'll put a temple of hidden monks in the campaign. And even then, important NPCs from the temple would still deviate from the monk class.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8248953, member: 205"] What I mean, specifically, is that in my games, class does not exist with the fictional setting. There are NPCs, and groups of NPCs. Some of those groups may be organized around specific abilities or affinities, like a temple or a magical organization. But the scope of the abilities of those NPCs is not based on class. I've made a NPC clergymember of a healing god who can cast lesser restoration, cure wounds, and raise dead, and that's it. I've made a NPC "wizard" who can turn magic scrolls into wands, and that's the entire scope of his "casting" ability. I had another "wizard" who could cast magic missile, mage armor, and a limited version of arcane gate, at will, and that was it. I had a NPC who could make 3 attacks with his sword, wear heavy armor, and could cast disintegrate once per short rest, and that was his entire schtick. It's a simple philosophy, for me: [i]Every NPC is unique.[/i]. The PCs may be constrained by character creation rules (and I encourage my players to come up with concepts that break them at every opportunity), but the sense of an organization around the concepts is only useful if the [i]player[/i] decides it would make sense. If the player wants a monk PC from a hidden temple, than I'll put a temple of hidden monks in the campaign. And even then, important NPCs from the temple would still deviate from the monk class. [/QUOTE]
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Character Classes should Mean Something in the Setting
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