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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6761338" data-attributes="member: 6677017"><p>I picked the first option as most closely fitting the way I run it, but the description of how it works isn't precisely the same.</p><p></p><p>In my worlds, classes represent a specific type of training--like degree in a field of study. Class levels are not just feature packages you can mix and match and flavor to taste. Taking a level of a class represents a significant amount of formal training in the techniques of that class. Multiclassing is pretty rare because it represents doing that again in an entirely different feel.</p><p></p><p>Many classes and subclasses are tied to formal organizations. For instance, Oath of Vengeance paladins are a particular semi-secret order of the church of the Law-Giver, dedicated to rooting out and destroying evil cults of the Three Scourges. They also aren't referred to as paladins. (That title is used only for Oath of Devotion paladins.)</p><p></p><p>That being said, names of some classes can vary based on the nature of the class. There are a lot of ways to become a fighter, for instance, and many people won't put any special significance in the name 'fighter'--and definitely not in the name Champion or Battle Master (those two are metagame constructs). But becoming an Eldritch Knight or an Arcane Trickster is a specific field of study--not just being a fighter or rogue who dabbles in arcane magic (there is the Magic Initiate feat for that).</p><p></p><p>So the way the names are used can vary, but the concept of specific, discrete, non-interchangeable fields of study is universal.</p><p></p><p>If I wanted to go with simply picking up a variety of features to build the mechanics of the character that I want, I would (and do) play a skill-based game. I think using a class based game in that manner defeats the purpose of classes.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6761338, member: 6677017"] I picked the first option as most closely fitting the way I run it, but the description of how it works isn't precisely the same. In my worlds, classes represent a specific type of training--like degree in a field of study. Class levels are not just feature packages you can mix and match and flavor to taste. Taking a level of a class represents a significant amount of formal training in the techniques of that class. Multiclassing is pretty rare because it represents doing that again in an entirely different feel. Many classes and subclasses are tied to formal organizations. For instance, Oath of Vengeance paladins are a particular semi-secret order of the church of the Law-Giver, dedicated to rooting out and destroying evil cults of the Three Scourges. They also aren't referred to as paladins. (That title is used only for Oath of Devotion paladins.) That being said, names of some classes can vary based on the nature of the class. There are a lot of ways to become a fighter, for instance, and many people won't put any special significance in the name 'fighter'--and definitely not in the name Champion or Battle Master (those two are metagame constructs). But becoming an Eldritch Knight or an Arcane Trickster is a specific field of study--not just being a fighter or rogue who dabbles in arcane magic (there is the Magic Initiate feat for that). So the way the names are used can vary, but the concept of specific, discrete, non-interchangeable fields of study is universal. If I wanted to go with simply picking up a variety of features to build the mechanics of the character that I want, I would (and do) play a skill-based game. I think using a class based game in that manner defeats the purpose of classes. [/QUOTE]
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