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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6761520" data-attributes="member: 6790260"><p>It varies, both in terms of which game I'm playing, and what the particular group has agreed upon.</p><p></p><p>In one sense, class <em>absolutely</em> means something concrete in my Dungeon World games. There really is no other Paladin but mine--that's been made abundantly clear. And, to a certain extent, there is no other Fighter but our group's Fighter (there are mercs, but only one "Equalizer" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />), and <em>almost</em> no Thieves but our Thief. (The Thief has a former love interest, gained as a follower at one point, who has essentially become the second part of a deadly dynamic duo with the Thief, their skills similar but complimentary.)</p><p></p><p>The case is strongest for my Paladin (who has almost single-handedly reinvigorated religious practice on their continent), and weakest for Wizards (who, as a whole, have become a fantastically important aspect of our campaign, what with their demigod-like Avatars and their Towers and their magic both subtle and world-bending). Particularly because we had a Kobold Wizard at one point, who was specifically unusual for being the only Arcane caster in the world (that we knew of, anyway) that <em>wasn't</em> trained by the Conclave (the loose and fractious 'government' of the five Towers of Magic).</p><p></p><p>But in other games I like (4e) or have some interest in (13A), class really doesn't mean much of anything. The games explicitly and intentionally encourage players to re-interpret things as they see fit--refluffing, or even rewriting, where appropriate, to generate the right look and feel. A "bow Fighter" is a carefully-fluffed Ranger; an offense-minded Jedi is an Avenger; a prince could be either a Bard or a Warlord while still being exactly the same person; etc. The precise mechanics are only important in as much as they help you feel like a contributor and give you enough engagement, and you can assign to them (nearly) whatever fluff you like.</p><p></p><p>For me, personally? I'm sort of on the fence. On the one hand, I really like the idea that "being a Paladin" means something, signifies a particular kind of character archetype (self-sacrifice, service to a higher calling, etc.), just as "being a Warlock" or slightly further afield "being a Dragonborn." On the other, I hate it when I have a particular conception in mind, and the game I'm playing actively gets in my way when I try to implement it, even though it's neither exploitative nor particularly "out there" compared to the rest of the game. So I guess I would say I like it when the <em>default</em> fluff is really cool and distinct, but the game makes it clear that the default fluff need not be the <em>only</em> fluff and that player-generated ideas are just as good. So you can have "Monk" really <em>mean</em> something, and you can also have "I'm not a Sorcerer, I'm a Firebender, I'm way more like a Monk than those dumb rampaging magic-flingers!"</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6761520, member: 6790260"] It varies, both in terms of which game I'm playing, and what the particular group has agreed upon. In one sense, class [I]absolutely[/I] means something concrete in my Dungeon World games. There really is no other Paladin but mine--that's been made abundantly clear. And, to a certain extent, there is no other Fighter but our group's Fighter (there are mercs, but only one "Equalizer" :P), and [I]almost[/I] no Thieves but our Thief. (The Thief has a former love interest, gained as a follower at one point, who has essentially become the second part of a deadly dynamic duo with the Thief, their skills similar but complimentary.) The case is strongest for my Paladin (who has almost single-handedly reinvigorated religious practice on their continent), and weakest for Wizards (who, as a whole, have become a fantastically important aspect of our campaign, what with their demigod-like Avatars and their Towers and their magic both subtle and world-bending). Particularly because we had a Kobold Wizard at one point, who was specifically unusual for being the only Arcane caster in the world (that we knew of, anyway) that [I]wasn't[/I] trained by the Conclave (the loose and fractious 'government' of the five Towers of Magic). But in other games I like (4e) or have some interest in (13A), class really doesn't mean much of anything. The games explicitly and intentionally encourage players to re-interpret things as they see fit--refluffing, or even rewriting, where appropriate, to generate the right look and feel. A "bow Fighter" is a carefully-fluffed Ranger; an offense-minded Jedi is an Avenger; a prince could be either a Bard or a Warlord while still being exactly the same person; etc. The precise mechanics are only important in as much as they help you feel like a contributor and give you enough engagement, and you can assign to them (nearly) whatever fluff you like. For me, personally? I'm sort of on the fence. On the one hand, I really like the idea that "being a Paladin" means something, signifies a particular kind of character archetype (self-sacrifice, service to a higher calling, etc.), just as "being a Warlock" or slightly further afield "being a Dragonborn." On the other, I hate it when I have a particular conception in mind, and the game I'm playing actively gets in my way when I try to implement it, even though it's neither exploitative nor particularly "out there" compared to the rest of the game. So I guess I would say I like it when the [I]default[/I] fluff is really cool and distinct, but the game makes it clear that the default fluff need not be the [I]only[/I] fluff and that player-generated ideas are just as good. So you can have "Monk" really [I]mean[/I] something, and you can also have "I'm not a Sorcerer, I'm a Firebender, I'm way more like a Monk than those dumb rampaging magic-flingers!" [/QUOTE]
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