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D&D Class Design Criticism
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<blockquote data-quote="The Crimson Binome" data-source="post: 7089480" data-attributes="member: 6775031"><p>I'm not sure where you're going with this. Any RPG represents a finite setting-space, and some things aren't going to exist. Even in Forgotten Realms, which is noted for having everything in every D&D supplement ever, there are character concepts which simply don't work there. You're never going to get a Zentraedi ninja, or a Cosmo Knight, because this is D&D and not Rifts.</p><p></p><p>If you're playing a game without multi-classing, or without cross-class sub-classes or anything like that, then the Rogue/Warlock character that you're imagining gets tossed into the pile with the Zentraedi and the Cosmo Knight. That doesn't mean there's anything wrong with the character concept, it just isn't something that you can play in this game, because the rules reflect a finite setting-space where that isn't a thing. In fact, <em>most</em> potential character concepts are going to end up in that pile, because that's how rulesets work.</p><p></p><p>So, given that there are so many things that you <em>already</em> can't play, and which you will <em>never</em> be able to play in a D&D game regardless, what do you really gain by including multi-class characters in the playable pile? It's unlikely that you came up with the character concept before you even looked at the rules, and then saw that mixing these two classes in this particular way would perfectly emulate the picture in head; D&D classes are too hyper-specific to accurately reflect anything other than D&D characters, and even that doesn't work across editions. Is it just that you find the forty class/subclass combinations in the PHB to be too limiting, and none of them appeal to you? You can't get invested in any of these forty character types, because they're all too cliche, but you can find something interesting enough to play if you mix-and-match them?</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7089480, member: 6775031"] I'm not sure where you're going with this. Any RPG represents a finite setting-space, and some things aren't going to exist. Even in Forgotten Realms, which is noted for having everything in every D&D supplement ever, there are character concepts which simply don't work there. You're never going to get a Zentraedi ninja, or a Cosmo Knight, because this is D&D and not Rifts. If you're playing a game without multi-classing, or without cross-class sub-classes or anything like that, then the Rogue/Warlock character that you're imagining gets tossed into the pile with the Zentraedi and the Cosmo Knight. That doesn't mean there's anything wrong with the character concept, it just isn't something that you can play in this game, because the rules reflect a finite setting-space where that isn't a thing. In fact, [I]most[/I] potential character concepts are going to end up in that pile, because that's how rulesets work. So, given that there are so many things that you [I]already[/I] can't play, and which you will [I]never[/I] be able to play in a D&D game regardless, what do you really gain by including multi-class characters in the playable pile? It's unlikely that you came up with the character concept before you even looked at the rules, and then saw that mixing these two classes in this particular way would perfectly emulate the picture in head; D&D classes are too hyper-specific to accurately reflect anything other than D&D characters, and even that doesn't work across editions. Is it just that you find the forty class/subclass combinations in the PHB to be too limiting, and none of them appeal to you? You can't get invested in any of these forty character types, because they're all too cliche, but you can find something interesting enough to play if you mix-and-match them? [/QUOTE]
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