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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="TheCosmicKid" data-source="post: 6763148" data-attributes="member: 6683613"><p>Do you notice a little bit of ontological reversal here? You're right that fluff is not rules, but fluff <em>is</em> the reason that the rules exist in the state that they do. WotC didn't collect together a random assortment of class features and then, only after the fact, decide to fluff that class as an quasi-Shaolin monk. They took the concept of a quasi-Shaolin monk and wrote the crunch to fit that concept. If instead you use crunch to determine fluff, well, hats off to you if you manage it, but isn't it kind of doing things the hard way? If a player comes to me and says she wants to play a martial artist who isn't a quasi-Shaolin monk, I'm inclined to just modify the class features to fit her concept, rather than make her come up with an explanation for why her character can speak every language and doesn't age when those abilities do nothing to advance the concept.</p><p></p><p>A preposition is a perfectly fine word to end an English sentence with. If Winston Churchill can do it, you can do it. The notion that you can't is, like the rule that you should not be allowed to freely split infinitives, just another product of misguided 19th-Century grammarians trying to apply Latin syntax rules to a Germanic language that never had or needed them. They're linguistic follies which have not been allowed to die because pedants find them useful to use as bludgeons. But speaking as an incorrigible pedant myself, I prefer the white-hat approach, and choose instead to bludgeon other pedants with... well, with this. Join me! You too can use your powers of pedantry for good!</p><p></p><p>Uh... take another look at the battlemaster's Know Your Enemy feature.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 6763148, member: 6683613"] Do you notice a little bit of ontological reversal here? You're right that fluff is not rules, but fluff [I]is[/I] the reason that the rules exist in the state that they do. WotC didn't collect together a random assortment of class features and then, only after the fact, decide to fluff that class as an quasi-Shaolin monk. They took the concept of a quasi-Shaolin monk and wrote the crunch to fit that concept. If instead you use crunch to determine fluff, well, hats off to you if you manage it, but isn't it kind of doing things the hard way? If a player comes to me and says she wants to play a martial artist who isn't a quasi-Shaolin monk, I'm inclined to just modify the class features to fit her concept, rather than make her come up with an explanation for why her character can speak every language and doesn't age when those abilities do nothing to advance the concept. A preposition is a perfectly fine word to end an English sentence with. If Winston Churchill can do it, you can do it. The notion that you can't is, like the rule that you should not be allowed to freely split infinitives, just another product of misguided 19th-Century grammarians trying to apply Latin syntax rules to a Germanic language that never had or needed them. They're linguistic follies which have not been allowed to die because pedants find them useful to use as bludgeons. But speaking as an incorrigible pedant myself, I prefer the white-hat approach, and choose instead to bludgeon other pedants with... well, with this. Join me! You too can use your powers of pedantry for good! Uh... take another look at the battlemaster's Know Your Enemy feature. [/QUOTE]
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Do Classes Have Concrete Meaning In Your Game?
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