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General Tabletop Discussion
*Pathfinder & Starfinder
Classes ... Much Less Flexible than Advertised
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<blockquote data-quote="DSRilk" data-source="post: 4072330" data-attributes="member: 35212"><p>I agree with many of your points. Not this one, however. I pretty much always come up with a concept first. Yes, many times it's based on a class - but that's because the classes are based on common archetypes, and what I'm actually picking is an archetype. Now, you could argue chicken or the egg with those examples, but there are many characters I've created that fit no mold at all and are obviously concept-first characters. For example, I created a merchant. I wanted a character that sold stuff and was an expert in art who ended up caught in the middle of an "adventure." So, given that concept, it was then a question of "what class can give me the highest knowledge of art and mercantile-like skills?" The answer was the rogue. The fact that he also "knew" how to wear armor and wield weapons? Well, I just ignored that. He never carried weapons. During his first combat, he went and hid, then grabbed a helmet off a fallen skeleton and started whacking anything that came too close. All this is to say, concept absolutely and unarguably does come first for some of us. I, at least, then pick a class that gives me most of what I want and I simply ignore the rest of it. The rules can say I am skilled with a rapier all they want, but if I, as the player, say otherwise... well, too bad for the rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I also feel no need to create new classes to support all my whims - rogue was good enough. It's amazing how little classes truly strap you down if you're willing to reach outside the box a bit and have a flexible DM.</p></blockquote><p></p>
[QUOTE="DSRilk, post: 4072330, member: 35212"] I agree with many of your points. Not this one, however. I pretty much always come up with a concept first. Yes, many times it's based on a class - but that's because the classes are based on common archetypes, and what I'm actually picking is an archetype. Now, you could argue chicken or the egg with those examples, but there are many characters I've created that fit no mold at all and are obviously concept-first characters. For example, I created a merchant. I wanted a character that sold stuff and was an expert in art who ended up caught in the middle of an "adventure." So, given that concept, it was then a question of "what class can give me the highest knowledge of art and mercantile-like skills?" The answer was the rogue. The fact that he also "knew" how to wear armor and wield weapons? Well, I just ignored that. He never carried weapons. During his first combat, he went and hid, then grabbed a helmet off a fallen skeleton and started whacking anything that came too close. All this is to say, concept absolutely and unarguably does come first for some of us. I, at least, then pick a class that gives me most of what I want and I simply ignore the rest of it. The rules can say I am skilled with a rapier all they want, but if I, as the player, say otherwise... well, too bad for the rules. ;) I also feel no need to create new classes to support all my whims - rogue was good enough. It's amazing how little classes truly strap you down if you're willing to reach outside the box a bit and have a flexible DM. [/QUOTE]
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Classes ... Much Less Flexible than Advertised
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