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General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
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<blockquote data-quote="Neonchameleon" data-source="post: 8250897" data-attributes="member: 87792"><p>No problem at all. Although I would point out that 4e offers four different suggestions in the PHB2 of where the sorcerer gets its power, of which a bloodline is only one; as is so often the case the 5e fluff is the 4e fluff. 3.5 basically says "We don't know, but some claim draconic bloodlines I guess?" and offers no other suggestions (I assume 3.0 is the same) which is probably why Pathfinder went hard into bloodlines.</p><p></p><p>And this is where I'm slightly confused. Adventurers are almost all sore thumbs and loose ends - and if we look at either biology or sociology almost nothing fits into neat little boxes the way a class system would indicate so you expect there to be sore thumbs and loose ends. There's little that encourages non-bloodline sorcerers to form organisations so them just sort of being there both makes the setting more believable as it's slightly chaotic and means that wizardry and its books didn't come out of nowhere so much as an attempt to systematise what random sorcerers did. And possibly [random historical great wizard] was actually a sorcerer; of course the wizards are going to claim them after their death and the sorcerers aren't organised enough to argue.</p><p></p><p>As for druids not being that tightly woven in, I'm reminded of a comment in the wake of the Ever Given getting stuck; that if your ship has a Wikipedia page you've either done something really right or really wrong and it's probably the latter. Druids I see much the same way although they're more like safety inspectors than ship captains.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8250897, member: 87792"] No problem at all. Although I would point out that 4e offers four different suggestions in the PHB2 of where the sorcerer gets its power, of which a bloodline is only one; as is so often the case the 5e fluff is the 4e fluff. 3.5 basically says "We don't know, but some claim draconic bloodlines I guess?" and offers no other suggestions (I assume 3.0 is the same) which is probably why Pathfinder went hard into bloodlines. And this is where I'm slightly confused. Adventurers are almost all sore thumbs and loose ends - and if we look at either biology or sociology almost nothing fits into neat little boxes the way a class system would indicate so you expect there to be sore thumbs and loose ends. There's little that encourages non-bloodline sorcerers to form organisations so them just sort of being there both makes the setting more believable as it's slightly chaotic and means that wizardry and its books didn't come out of nowhere so much as an attempt to systematise what random sorcerers did. And possibly [random historical great wizard] was actually a sorcerer; of course the wizards are going to claim them after their death and the sorcerers aren't organised enough to argue. As for druids not being that tightly woven in, I'm reminded of a comment in the wake of the Ever Given getting stuck; that if your ship has a Wikipedia page you've either done something really right or really wrong and it's probably the latter. Druids I see much the same way although they're more like safety inspectors than ship captains. [/QUOTE]
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Character Classes should Mean Something in the Setting
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