Classes, Races and Themes Headache...

Consonant Dude

First Post
I'm reading a lot of interesting threads here about these three topics.

There are enthusiastic posts detailing how classes should be customizable. How races should be meaningful as more than a starting package and how themes can fine tune your character giving him further advantages. A lot of what I read is clever and I get that some people appreciate diving down into how all these things can be mechanically supported but when I piece it all together, it makes worries me.I always saw things such as classes, Races and (and now) Themes serving only two useful purpose for me:

-They are there to strengthen the thematic concept of the protagonists (the PCs) so everybody at the table knows what the game is about. They're useful archetypes.

-Mechanically, using classes and races was a useful and quick way to map out your capabilities. I kick dragon butt. I summon divine powers. I'm good at climbing. I track fluffy bunnies. Furthermore, I have six abilities which I can combine (in various ways depending on which version of the game you play) to micro-define my character. It's simple and beautiful.

Of course, for some people there are drawbacks and they wish for further customization. So designers started playing around with all kinds of concepts. Skills, advantages and disadvantages, perks and so on. And pretty soon classless point-buy systems popped up. And I think they can be great if you want to micro-define characters to your heart's content. I guess later editions of DnD decided to look at ways to incorporate such things in a class system.

I get that people want all kinds of different ways to advance their dwarf race, all kinds of different ways to advance their paladin class and all kinds of ways to advance their sailor theme. But if Dwarven paladin-sailor are so mechanically different from each other, than do we even need classes and races and themes? It looks like something that has all the drawbacks of point-buy (primarily how freaking complex and time-consuming they are) with the added disadvantage of classes (they act as straightjacket) without the advantages of either. I want the system to empower players and DM and facilitate roleplaying. I want the players to be able to seek some new NPC out of the blue and it takes me no more than 3 minutes to stat him out. I want them to be able to roll characters quickly too. We should know what a 6th level Dwarven Paladin is like based on his class, level, his six ability scores and maybe a theme as a keyword. Otherwise, why have classes and races as mechanical constructs? Why not skip that step and build everything on skills, powers, feats and so on?

Here's the kind of problems I'm willing to suffer through during a session:

*******************
DM: A dozen orcs are now jumping on your ship. Guys, because of the storm and the fact your boat is rocking, you get a -2 penalty on your attacks.

Bill, with a mouthful of cheetos: fhaf vgonna ve a fough fighf!

Steven: Do you think that, with my character being a dwarf his center of gravity would help him keep on his feet?

DM: Hmm, that's right! And since he is also a sailor, I would say not only will he ignore the penalty, he gets a +1 to hit.

Steven: Cool! Hey, what's the matter DM? Did we just break the system? Is this improvised call gonna have a large impact on the campaign? Should we start a thread on some forum and have a flame war about the insidious effects of this ruling? Should we meditate at length on the virtues of grocery lists of skills and feats and racial powers?

DM: No, it's not that. It's Bill. He's eating all the Cheetos and I would really like to have some, for once.

*******************

That's it. Anything more than that and my head hurts. I realize not everybody is like that and some prefer micro-defining characters further and I respect that. But I would prefer a very robust core system that is fast in prep and play. And I believe calling bonuses on the fly will do more justice to the dwarf and the sailor than anything but the most exhaustive list of skills and feats and special powers. And I don't want those lists because they break my balls and prevent me from having a good time and catching Bill when he empties the Cheetos bowl. I believe the reason that in recent polls so many people vote for ADnD is not because it was such an awesome, internally consistent system. I like 1e as much as 3e. All editions have their strengths and weaknesses. But to real beauty of older DnD is how you don't get a headache and you can prep it and run it swiftly. And if I really want to focus on exhaustive lists of micro-talents, I'll run a point buy system cause that's what they are for.

Just my 2 cents. But I would rather have a simpler DnD. Put some crunch in there but within reason and keep it as elegant as possible. No bloat.
 

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Kinda with you - especially the DM call part, always.

I am no fan of point buy, but my favoured way to handle all 3 (Race, Theme/Kit/BG, & Class) would be with the same mechanic: Talent Trees (from Star Wars Saga).

The Talent Trees would be defined areas of expertise and each Race, Theme and Class would allow access to some of them.

Ideally you would be assigned or choose 2 for race, 1 for theme and around 3 for Class. That would narrow choices, but there would still be choice.

(NB: I don't mean a class grants access to only 3 TT's. It would grant several, but the players chooses three to focus on, so the choices do not become surmountable later on).

That way you could separate 'cultural
racial powers into their own TT's. Standard elves may grant access to the 'Woodsman TT', but if you don't want woodsy elves you simply change the 'cultural' TT you grant access to.

I think example Archetypes could also be done for those that want to 'grab and play'. Basically, their Talent choices have been done already. (Like the Archetypes in Savage Worlds Deluxe book).

I am keen to see how they do the 'powers/mechanics' and will see if my system could work?
 

I know I'm being snarky here but this thread is Whining About Games That Have Not Been Written Yet.

At least playtest the damn thing before you decide that the addition of themes will Ruin D&D Forever.

EDIT: Sorry, wrong trope. I was looking for Tainted By the Preview in the first one.

Admin here. Stop threadcrapping. The original poster gave his opinion and certainly wasn't complaining. Responding with insults and negativity to a thread is something we'd rather people avoid; if it doesn't interest you and you don't want to discuss the topic, just skip on to the next thread. No harm, no foul. -- Piratecat
 
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I know I'm being snarky here but this thread is Whining About Games That Have Not Been Written Yet.

At least playtest the damn thing before you decide that the addition of themes will Ruin D&D Forever.

EDIT: Sorry, wrong trope. I was looking for Tainted By the Preview in the first one.

That's cute, except I didn't complain about a game that wasn't written. I explained how I would personally like things to work. Just stating my preferences.

If you had bothered to read, you will see I have not decided themes will ruin DnD forever. Rather, just shared how I would like this stuff to be handed.

My preferences are for a DnD that is fast to play. I have no doubt it's not a universal preference. I'm just stating I think there is sometimes a cost for added complexity and I hope the designers will take this into account.
 


My preferences are for a DnD that is fast to play. I have no doubt it's not a universal preference. I'm just stating I think there is sometimes a cost for added complexity and I hope the designers will take this into account.
Based on the DDXP play tests that have been written about, I think you'll get your wish. I really do think they are aiming at simple fast play as the core game and add on modules for customizers like me. Time will tell but I'm really hoping for just that.
 

(Regarding Themes)
With any luck they will have themes, and just as promised, they will be optional.

However, I dont like themes to carry mechanics. Every time you define a mechanic for something a character can do, you are just as much defining what they cant. If you prefer your game that way, with nice tightly defined mechanics around how things get done (Like 6+ feats for riding a horse...as apposed to just a dexterity roll with a statement of intent) then more power to you.

But I have played that way for years now and yearn for the yonder days when table-top gaming was all about imaginative solutions and not saying to players "No, you cant do that because you dont have feature X"

If I was to play themes, and I do want to because I love what they represent (Where "fighter" is what you do "Knight of the Rose" is why you do it...I love that), they would be purely background tie ins to the campaign with no mechanical undercurrents.
 

(Regarding Themes)
With any luck they will have themes, and just as promised, they will be optional.

However, I dont like themes to carry mechanics. Every time you define a mechanic for something a character can do, you are just as much defining what they cant. If you prefer your game that way, with nice tightly defined mechanics around how things get done (Like 6+ feats for riding a horse...as apposed to just a dexterity roll with a statement of intent) then more power to you.

But I have played that way for years now and yearn for the yonder days when table-top gaming was all about imaginative solutions and not saying to players "No, you cant do that because you dont have feature X"

If I was to play themes, and I do want to because I love what they represent (Where "fighter" is what you do "Knight of the Rose" is why you do it...I love that), they would be purely background tie ins to the campaign with no mechanical undercurrents.

I disagree with you to a point, I want themes to be more focused on "soft" mechanics then "hard" mechanics, I mean I don't want them to be another shopping list of powers of skills (although I do think that they should have skill impact) what I want is more in line of guid lines of playing your character and what will happen if you do somthing.

For example, the bar crawler theme should have the ability to drink much more then a normal guys and will know with who to talk and how to talk to a guy in a taveran, he will probably have some skills and abilities as well but the heart of themes should be more in line of defining your character behavior in mechanical terms.

Warder
 

For example, the bar crawler theme should have the ability to drink much more then a normal guys and will know with who to talk and how to talk to a guy in a taveran, he will probably have some skills and abilities as well but the heart of themes should be more in line of defining your character behavior in mechanical terms.

To me it's just about common sense.

Wanna know if you hold your liquor? CON check and I'm giving you a bonus because of your bar crawler theme. I don't need much more rules than that.
 

To me it's just about common sense.

Wanna know if you hold your liquor? CON check and I'm giving you a bonus because of your bar crawler theme. I don't need much more rules than that.


Of course it is but it's not only about how much ale can the character consume its about the fact that this character is the number one expert on all things taveran and pub related and all it's entail, need to find some shady character in the slums? the pub crawler will have an inkling where to start looking, need to bluf your way through a throng of elderly nobles in a fancy party? The pub crawler could try and engage them with talks about wine and brandy while the rest of the party excuse them selves.

That's what I mean with soft mechanics, of course it might translate to plain old +2 to checks but with DM discretion it might not.

Warder
 

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