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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: 6762136" data-attributes="member: 6677017"><p>It depends. Are you talking about Adventurer's League? Then sure. But if you are playing in my campaign your character most definitely will fit into the parameters, and other players are free to bring up concerns if it's breaking the feel for them. </p><p></p><p>In my game, classes and levels most definitely are understood to a certain degree. While names of classes can be flexible, the flavor of the discrete skill sets is pretty much set, and the subclasses have in-world reality. For example, I change the name of the Monk class to Budoku, but the class is an Asian-themed, ki-wielding martial artist, period. The class isn't even available without access to the proper cultural background. It isn't just a way to pick up some "punch." Levels are also visible to a degree. 1st level is half-way through your apprenticeship and is the adventurers' equivalent of a bachelor's degree. 3rd level is journeyman, and is the equivalent of a doctorate, while 5th level is mastery, and is equivalent of, say, a tenured professor or a physician who has done everything he needs to in order to qualify for a private practice. They might or might not use the terms "apprentice, journeyman, master", but the concepts are clear. In the case of our Budoku, leaving your school to go adventuring without permission before level 3 (when you officially have completed your initial training) probably means you'll have a hard time being allowed back in, and leaving at level 3 or 4 would be permissible, but most masters will strongly encourage you to stay until you've fully mastered your art (level 5), before heading out into the world. Wizard of levels 3-4 are generally seen as just glorified apprentices, and wizards below level 9 are discouraged from taking on apprentices, even if they establishment might consider it technically acceptable to do so at level 5. The spell levels ("circles") they have learned to cast (which of course are mechanically derived from their level) indicate how advanced they are for in-character purposes. </p><p></p><p>Now, when a player has an idea for a character that can't fit into the standard D&D class structure, and it's not something I feel is D&D enough to create a new class/subclass for it, then I could suggest that we start up a game of Savage Worlds, or d6, or Fate, (or etc), and try out that character in a system that allows you do exactly what you want to do without messing around with the identity of D&D classes.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6762136, member: 6677017"] It depends. Are you talking about Adventurer's League? Then sure. But if you are playing in my campaign your character most definitely will fit into the parameters, and other players are free to bring up concerns if it's breaking the feel for them. In my game, classes and levels most definitely are understood to a certain degree. While names of classes can be flexible, the flavor of the discrete skill sets is pretty much set, and the subclasses have in-world reality. For example, I change the name of the Monk class to Budoku, but the class is an Asian-themed, ki-wielding martial artist, period. The class isn't even available without access to the proper cultural background. It isn't just a way to pick up some "punch." Levels are also visible to a degree. 1st level is half-way through your apprenticeship and is the adventurers' equivalent of a bachelor's degree. 3rd level is journeyman, and is the equivalent of a doctorate, while 5th level is mastery, and is equivalent of, say, a tenured professor or a physician who has done everything he needs to in order to qualify for a private practice. They might or might not use the terms "apprentice, journeyman, master", but the concepts are clear. In the case of our Budoku, leaving your school to go adventuring without permission before level 3 (when you officially have completed your initial training) probably means you'll have a hard time being allowed back in, and leaving at level 3 or 4 would be permissible, but most masters will strongly encourage you to stay until you've fully mastered your art (level 5), before heading out into the world. Wizard of levels 3-4 are generally seen as just glorified apprentices, and wizards below level 9 are discouraged from taking on apprentices, even if they establishment might consider it technically acceptable to do so at level 5. The spell levels ("circles") they have learned to cast (which of course are mechanically derived from their level) indicate how advanced they are for in-character purposes. Now, when a player has an idea for a character that can't fit into the standard D&D class structure, and it's not something I feel is D&D enough to create a new class/subclass for it, then I could suggest that we start up a game of Savage Worlds, or d6, or Fate, (or etc), and try out that character in a system that allows you do exactly what you want to do without messing around with the identity of D&D classes. [/QUOTE]
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