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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="Ovinomancer" data-source="post: 6762687" data-attributes="member: 16814"><p>I'll give you my answer: because having classes be rigidly defined in the setting takes work. I have to write that into my fiction. I can't just go with warrior being a catch all for martially focused characters and NPCs, I now have to have a game fiction for why a fighter is concretely different from a no-spell archetype ranger. Yes, they have slightly different mechanics, but they both effectively do the same things -- kill stuff with weapons. Further, I have to have a reason to separate the different archetypes under each of the classes. The material provided doesn't do this, either in the PHB or in the various (light) settings provided. So either I have a case where people know things about other people based on a class name without good reasons (default), which breaks narratives for me, or I have to do the work to give in-game reasons why people might know why a Fighter is different from a Ranger.</p><p></p><p>Now, that's my hangup, certainly. I have the need to present an internally consistent narrative, to a first approximation at least. I don't want to create groups and fiction and schools for all of the various classes, and then do it again if I introduce a customized class due to a player request. I'd much rather keep such things below the level of 'reality' in-game and have people identify, not by class, but by feats and possibly membership in known organization (like being a Guild Mage, which has a specific meaning with most members being abjuration wizards, but there's room for other casters in their ranks).</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 6762687, member: 16814"] I'll give you my answer: because having classes be rigidly defined in the setting takes work. I have to write that into my fiction. I can't just go with warrior being a catch all for martially focused characters and NPCs, I now have to have a game fiction for why a fighter is concretely different from a no-spell archetype ranger. Yes, they have slightly different mechanics, but they both effectively do the same things -- kill stuff with weapons. Further, I have to have a reason to separate the different archetypes under each of the classes. The material provided doesn't do this, either in the PHB or in the various (light) settings provided. So either I have a case where people know things about other people based on a class name without good reasons (default), which breaks narratives for me, or I have to do the work to give in-game reasons why people might know why a Fighter is different from a Ranger. Now, that's my hangup, certainly. I have the need to present an internally consistent narrative, to a first approximation at least. I don't want to create groups and fiction and schools for all of the various classes, and then do it again if I introduce a customized class due to a player request. I'd much rather keep such things below the level of 'reality' in-game and have people identify, not by class, but by feats and possibly membership in known organization (like being a Guild Mage, which has a specific meaning with most members being abjuration wizards, but there's room for other casters in their ranks). [/QUOTE]
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Do Classes Have Concrete Meaning In Your Game?
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