Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Class is in Session: Defining Heroes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Meatboy" data-source="post: 5725453" data-attributes="member: 40857"><p>For me defining classes is really a matter of task resolution. That is, how does a class go about solving problems in the game. For me then I see only 3 classes The Warrior, The Rogue and The Mage. </p><p></p><p>The Warrior uses force of arms to solve in game problems. The kinds of arms may change, like what weapons or armor the warrior uses or how they use them, but fundamentally it comes down to physical force. If the enemy confronts you, hit them. If the door is locked, bash it. If the prison won't listen to reason slap them around a bit. They are generally straight forward types and probably one of the "easiest" types to play. </p><p></p><p>The Rogue uses their "skill" to solve in game problems. The skills they have change and determine how well they can overcome a challenge. If the door is locked, they can pick it, or maybe scale the wall and get in from another way, or perhaps they steal a key or maybe even convince someone to let them in. The rogue is only limited by their skills and the imagination of the player. Not that the warrior isn't capable of the same things it should just be easier for the rogue to pull off. </p><p>Where they fall behind however is where the warrior shines and that is direct confrontation. The Rogue type can't really stand up and support themselves in battle. That's not their thing, in my eyes anyway, only if things have gone south should they end up operating in The Warrior's domain.</p><p></p><p>The Mage uses their spells to solve problems. Its almost an instant win kind of power, provided of course that you have the right spell for the task.</p><p>If the door is locked unlock it with magic, or charm the guard or teleport inside if you can. The mage ends up only being limited then by what spells they have access to and how often they can use them. This contrasts somewhat with the other two "classes" who can access their problem solving mechanic pretty much at will. The Mage ends up being exceptionally powerful in that he can overcome pretty much any problem provided that the spells he has match the problem. </p><p></p><p>Pretty much all classes, in dnd at least, fall into one of these groups. They try to make them do it in different ways by giving certain perks or pushing them into niches.</p><p></p><p>The exceptions are classes which are hybrids, such as the cleric. The Cleric is really just a fighter/mage. They get armor, and decent weapons and some magic giving them a few more ways to resolve in game issues.</p><p></p><p>I feel this only applies to older style games( od&d to 3ed ). I agree with Lurkaway about 4e. The designers tried to make it so that all classes could solve problems either using force or skill, the instant win magic kind of got removed. Even though many classes "use magic" they seem to really just be another form of force, so I feel they don't distinguish themselves enough from the warrior in that respect.</p></blockquote><p></p>
[QUOTE="Meatboy, post: 5725453, member: 40857"] For me defining classes is really a matter of task resolution. That is, how does a class go about solving problems in the game. For me then I see only 3 classes The Warrior, The Rogue and The Mage. The Warrior uses force of arms to solve in game problems. The kinds of arms may change, like what weapons or armor the warrior uses or how they use them, but fundamentally it comes down to physical force. If the enemy confronts you, hit them. If the door is locked, bash it. If the prison won't listen to reason slap them around a bit. They are generally straight forward types and probably one of the "easiest" types to play. The Rogue uses their "skill" to solve in game problems. The skills they have change and determine how well they can overcome a challenge. If the door is locked, they can pick it, or maybe scale the wall and get in from another way, or perhaps they steal a key or maybe even convince someone to let them in. The rogue is only limited by their skills and the imagination of the player. Not that the warrior isn't capable of the same things it should just be easier for the rogue to pull off. Where they fall behind however is where the warrior shines and that is direct confrontation. The Rogue type can't really stand up and support themselves in battle. That's not their thing, in my eyes anyway, only if things have gone south should they end up operating in The Warrior's domain. The Mage uses their spells to solve problems. Its almost an instant win kind of power, provided of course that you have the right spell for the task. If the door is locked unlock it with magic, or charm the guard or teleport inside if you can. The mage ends up only being limited then by what spells they have access to and how often they can use them. This contrasts somewhat with the other two "classes" who can access their problem solving mechanic pretty much at will. The Mage ends up being exceptionally powerful in that he can overcome pretty much any problem provided that the spells he has match the problem. Pretty much all classes, in dnd at least, fall into one of these groups. They try to make them do it in different ways by giving certain perks or pushing them into niches. The exceptions are classes which are hybrids, such as the cleric. The Cleric is really just a fighter/mage. They get armor, and decent weapons and some magic giving them a few more ways to resolve in game issues. I feel this only applies to older style games( od&d to 3ed ). I agree with Lurkaway about 4e. The designers tried to make it so that all classes could solve problems either using force or skill, the instant win magic kind of got removed. Even though many classes "use magic" they seem to really just be another form of force, so I feel they don't distinguish themselves enough from the warrior in that respect. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Class is in Session: Defining Heroes
Top