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<blockquote data-quote="UngainlyTitan" data-source="post: 6179552" data-attributes="member: 28487"><p>While there are conceptual similarities with object oriented design principles and class design in rpgs there are some fundamental differences. In particular in general rpgs are exception design based. In that there is a general task resolution system (or possibly a number of them with restricted areas of competence) and the the class provides exceptions to the general resolution system. Thus, in general one may batter down a locked door or ignore it but the rogue has the option to pick the locks. </p><p>Thus in sub classes one will never repeat the mechanics of the base class. They always operate, and the subclass provides other options.</p><p></p><p>As for the mage and psionicists, classes are not types and the human brain does not compile the rules of an rpg to run the game. Classification of class/subclass is more of an aide-memoire than a type in a programming language. Furthermore structures like the 4e role/powersource and the Next class/subclass structure seem to me to be more a method of putting discipline on designers than on players.</p><p></p><p>The base class communicates an archetype to the players and the sub class give mechanical weight to an implementation of that archetype.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 6179552, member: 28487"] While there are conceptual similarities with object oriented design principles and class design in rpgs there are some fundamental differences. In particular in general rpgs are exception design based. In that there is a general task resolution system (or possibly a number of them with restricted areas of competence) and the the class provides exceptions to the general resolution system. Thus, in general one may batter down a locked door or ignore it but the rogue has the option to pick the locks. Thus in sub classes one will never repeat the mechanics of the base class. They always operate, and the subclass provides other options. As for the mage and psionicists, classes are not types and the human brain does not compile the rules of an rpg to run the game. Classification of class/subclass is more of an aide-memoire than a type in a programming language. Furthermore structures like the 4e role/powersource and the Next class/subclass structure seem to me to be more a method of putting discipline on designers than on players. The base class communicates an archetype to the players and the sub class give mechanical weight to an implementation of that archetype. [/QUOTE]
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