Ovinomancer
No flips for you!
I disagree archetypes become meaningless. I just don't define archetypes by class, but by function. A classic Arthurian knight is sworn to a lord or ideal, wears armor, follows a chivalric code, rides horses, and display puissant skill at arms. That could be a paladin class, a fighter class, a barbarian with some feats -- I don't see any reason to restrict a class to one fiction or have a fiction only be playable by one class.Well, that's always the answer, if my way works for me and my group and yours works for you and your group, then the problem is moot.
I've brought up this example before, and its more a "3e" problem than anything, but a good example of what I mean. A guy joined my game for a session. We were moderate level (8th) and it was a college pickup game so nobody really minded one-shot PCs. He came in with an 8th level character he called a "Thief": Rog2/Bbn1/Ftr3/Guild Thief PrC2. Basically, he took the rage/fast movement from bbn, the 3 bonus feats from fighter, and the starting skills and evasion of a rogue to make his "thief" with little explanation on how he started as a rogue, learned how to become a barbarian, and then moved onto fighter, before ending up a "guild thief" again. He was essentially min-maxing by cherry picking the best of three classes and then spackling them together with "thief" as his archetype.
It left a bitter taste in my mouth, and subsequent 3e games (and 5e now) of mine requires a far more complex "in game" explanation on multi-classing other than "I picked X class this level". If classes are "professions", then the "thief" should be able to explain how he learned each of his class changes, if they are metagame constructions, then he is free to pick from any "ability tree" he wants.
Basically, when you start viewing classes as Lego blocks rather than archetypes, the archetypes becoming meaningless. "barbarian" is just a slightly shorter way of saying "Rage-based powers with a side of toughness powers". They start looking like the "suggested builds" rather than professions.
And there is nothing wrong with that in your game (Note: As a DM, I often modify/tailor classes to meet more specific archetypes (similar to the approach of 2e kits, 3e class variants, and 5e UA class variants) as appropriate to the campaign). However, the the games describes a class as your vocation. Specifically, it states:
"Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation"
"Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse."
I've never been super happy with argument by dictionary, but 'broadly defines' is exactly what I allow. The class doesn't determine the vocation, but the skills and abilities you gain from the class broadly define what you do do. Again, I don't require that a player must fit a specific fiction just because he picks a class. That's far too limiting for me (and my group), and I'd rather not sit at a table as be told I can't play a Franciscan monk that uses the barbarian class and describes rage as channeling the might of their god. I wouldn't like being told that I can't because barbarians can only be wildmen from a savage tribe.
Again with this 'it's my interpretation or go play a different game'?! Seriously, can you not conceive of a situation in which a group likes the broad grouping a skills and abilities as being easy and fast to use, but also creative enough to be able to reflavor them for their games?OK, let's say they're not concrete fictional entities in the game world.
The question then becomes, what are they?
And if the answer is that they're nothing more than game-mechanics and building blocks in pre-fabricated but malleable sections - malleable enough that you can easily swap bits in and out like some here seem to want to do - then [MENTION=7635]Remathilis[/MENTION] is right: you might as well just chuck 'em out and go to a classless building-block system.
Funny, and I think I recall that you're not a 5e guy, but an older edition guy, right? Backgrounds aren't like that at all. And, as for what defines what a character does as an adventurer, what exactly is wrong with the answer, "the player?" You seem to want it to be the game, fixed and rigid, that has that answer. I let my players tell me what kind of adventurer they want to be.Quite right; one could argue your background sets your profession e.g. baker, jeweller, engineer, etc.; and if that's more important to your character than being a Fighter-3 or a Cleric-7 then so be it.
Except it's your class that defines what you do as an adventurer; and as the game usually revolves around adventuring your at-the-table identity is quickly going to become Calime the Fighter (maybe even one day progressing to Calime the Demonslayer if you're lucky) and not Calime the Baker.
Eh, I'm sorry that it doesn't trigger your imagination like it does ours. I can't help that. But I certainly don't think that you should be trying to shove people that don't have a problem imagining new fictions for classes into a box of 'plays the game wrong.' I'm not doing that to you, so, maybe, some reciprocity is in order?And being Calime the Fighter kinda auto-suggests certain things about you, though with that particular class there's loads of room for variance. Being Detelia the Monk, however, suggest a much narrower range of things; among which are you really don't need weapons to hurt things, you're a part of some highly structured organization about which the average joe knows little, and while your powers and abilities aren't magical as such they're sure going to look like they are once you really get going. Chances are also high that you're of a culture not common to the area in which the game takes place, assuming standard proto-Eurpoean fantasy.