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<blockquote data-quote="Blue" data-source="post: 7388898" data-attributes="member: 20564"><p>A class is a mechanical expression of what you are attempting to portray in the narrative. I play "the cocksure archer who pushes people away with his attitude and spends a lot of time by himself because he doesn't understand why he's such a natural with the bow and feels like an imposter." There is no definitive class for that. Maybe it's Fighter. Maybe Ranger. Maybe Rogue. Maybe they all have things to contribute to help mechanically realize the character I am trying to portray.</p><p></p><p>YES, the part about why he is as he is doesn't have a mechanical expression in D&D, and can be done regardless of class. But NO, that's not a complete description of the character. We're all telling a story, and being able to express yourself and stay true to your character concept regardless if an activity is freeform or mechanically modeled is a good thing. The suave secret agent is ill suited to project their role if they are bad at reading people, bluffing, seducing, and picking the locks on their manacles.</p><p></p><p>Think of your character concepts as pencil marks on an index card. Now take a handful of coins and sprinkle them over the card. These represent classes. Many of your concepts, 5e has a decent mechanical way to express. Sometimes the coins overlap, and there's multiple classes that can fill the need. At other times there's marks between coins, but if you multiclass to combine the coins you can cover them. And finally there are marks between coins and the edge of the index card - the system isn't particularly good at representing those mechanically are can approximate or re-envision at best.</p><p></p><p>I don't like the concept of only picking my character concepts as those that can fit within a single container of options. 5e did a great job with Backgrounds to loosen that restriction, but there are still ideas on how I want to project my character into the world and what type of impact I want them to have that are modeled mechanically and may or may not fit within a single class.</p></blockquote><p></p>
[QUOTE="Blue, post: 7388898, member: 20564"] A class is a mechanical expression of what you are attempting to portray in the narrative. I play "the cocksure archer who pushes people away with his attitude and spends a lot of time by himself because he doesn't understand why he's such a natural with the bow and feels like an imposter." There is no definitive class for that. Maybe it's Fighter. Maybe Ranger. Maybe Rogue. Maybe they all have things to contribute to help mechanically realize the character I am trying to portray. YES, the part about why he is as he is doesn't have a mechanical expression in D&D, and can be done regardless of class. But NO, that's not a complete description of the character. We're all telling a story, and being able to express yourself and stay true to your character concept regardless if an activity is freeform or mechanically modeled is a good thing. The suave secret agent is ill suited to project their role if they are bad at reading people, bluffing, seducing, and picking the locks on their manacles. Think of your character concepts as pencil marks on an index card. Now take a handful of coins and sprinkle them over the card. These represent classes. Many of your concepts, 5e has a decent mechanical way to express. Sometimes the coins overlap, and there's multiple classes that can fill the need. At other times there's marks between coins, but if you multiclass to combine the coins you can cover them. And finally there are marks between coins and the edge of the index card - the system isn't particularly good at representing those mechanically are can approximate or re-envision at best. I don't like the concept of only picking my character concepts as those that can fit within a single container of options. 5e did a great job with Backgrounds to loosen that restriction, but there are still ideas on how I want to project my character into the world and what type of impact I want them to have that are modeled mechanically and may or may not fit within a single class. [/QUOTE]
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