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*TTRPGs General
"Classless Class" - Classes as starting templates with open-ended development
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<blockquote data-quote="Crazy Jerome" data-source="post: 5766119" data-attributes="member: 54877"><p>I agree with that. Lego is too fine-grained on the options, but Essentials (and 4E and 3E in general) are too coarse, for what we are talking about in this topic.</p><p> </p><p>The 4E templates are about as close as I can think of to the right approach. You want to avoid fiddly effects when adding on the modular pieces, but you also want those modular pieces to seriously <strong>matter</strong>.</p><p> </p><p>I think designers often wimp out on making the pieces matter because they know full well that some person is going to complain within five seconds of publication that his perfectly reasonable concept can't be handled in the system. If you take the 4E wizard, and put serious heft on the staff, wand, or orb implements (i.e. whole sets of powers or special abilities exclusively reserved for a given implement), then something in the staff the mainly orb guy will want--and with some justice, most likely. That is the main drawback with classes, after all, and this kind of "option" just compounds the problem.</p><p> </p><p>On the other hand, if a "wizard" can also choose to be either "minor nobility" or "sage" or even "soldier", then those can have a substantial effect on his characterization and adventures, without touching directly on his ability to cast arcane spells.</p><p> </p><p>Modular pieces really shouldn't overlap very much.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5766119, member: 54877"] I agree with that. Lego is too fine-grained on the options, but Essentials (and 4E and 3E in general) are too coarse, for what we are talking about in this topic. The 4E templates are about as close as I can think of to the right approach. You want to avoid fiddly effects when adding on the modular pieces, but you also want those modular pieces to seriously [B]matter[/B]. I think designers often wimp out on making the pieces matter because they know full well that some person is going to complain within five seconds of publication that his perfectly reasonable concept can't be handled in the system. If you take the 4E wizard, and put serious heft on the staff, wand, or orb implements (i.e. whole sets of powers or special abilities exclusively reserved for a given implement), then something in the staff the mainly orb guy will want--and with some justice, most likely. That is the main drawback with classes, after all, and this kind of "option" just compounds the problem. On the other hand, if a "wizard" can also choose to be either "minor nobility" or "sage" or even "soldier", then those can have a substantial effect on his characterization and adventures, without touching directly on his ability to cast arcane spells. Modular pieces really shouldn't overlap very much. [/QUOTE]
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