Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 6765030" data-attributes="member: 16814"><p>Cool. I don't have such narrow groups in my game, nor are there enough classed people to warrant such specialization. I have broad groups that focus on broad concepts, like Guild Mages, that hire out to provide enchantments and abjurations, specializing in protecting spaces and persons. Membership open to whoever has applicable skills, including a number of on hand physical security experts and testers which are often reformed criminals sporting no ability to cast magic. Or the Thaumic Knights, who focus on all the ways of combining magic with martial skill. People would know and recognize members of these organizations by their dress or heraldry, but not necessarily by their skill. Certainly not by the fact that they have an expanded crit range. I don't think that would be noticeable without long term observation.</p><p></p><p></p><p></p><p>I disagree that this is so generally so. If you strip the fluff and look at just the mechanics, you have a wealth of options that don't necessarily fit within the default fluff. Like the Franciscan-esque monk that channels the might of his god in battle being a barbarian class, but not the barbarian fluff.</p><p></p><p></p><p>Well, nothing changed except for some mechanics. Wouldn't make much sense that your magic wand of perforation kept working in an anti-magic field, for instance. But you could probably make those work. Perfectly fine, if the DM thinks it works in his game. I'd have to give those some thought and work through some ramifications to make sure they balanced out okay, but there's nothing wrong with the concept*. Sounds a bit neat, really. If someone did come to be wanting to use the fighter chassis to build an upclose and personal magic user (like that one build in D3) I could let that fly. I didn't think of it before you mentioned it, which is exactly why I keep my door open for such things.</p><p></p><p>*Except for the Faerie Fire -- how do you talk invisible things into be visible with your tactical knowledge? But that's turning a wizard into a fighter -- another interesting exercise, but not for me right now.</p><p></p><p></p><p>Yes, 5e shies away from mechanically similar powers. That doesn't cut against my thinking, though, because I'm not looking for mechanically similar powers, I'm looking for abilities that fit a concept even if they need to be re-explained a bit. Like the not-barbarian (actually totally a barbarian!) not-Asian monk.</p><p></p><p></p><p>I'd like to step away from the claims that you have a more developed play experience. You have no idea the level of my play experience, or the depth and variety of my currently campaign. I'll admit I've run some shallow things in the past, but I don't see how treating your classes as having specific origins automatically means you have a more developed play experience. My game doesn't have that laser focus on class origin points because I find it more useful to have organizations based on shared outlooks and goals, not common skills. So I will thank you not to presume that your way results in better experiences. </p><p></p><p></p><p>No, it doesn't. Again, you are assuming that the characters in my game are player by players that only see them as bags of mechanics. That's how we tend to look at classes, but our characters are quite round and full without needed the anchor of a commonly shared fiction with other members of the character class. They're quite well tied into a deep and vibrant background tapestry by way of their families, the organizations they belongs to, the city they inhabit, the quest they are on, and in discovering the hidden histories of the world they live in. I don't feel the need to have common origins for classes -- I don't build my game around explaining where or how the character classes exist. I assume that characters exist and have abilities, but where they come from and how they express those abilities is largely up to the players to envision and tie into the game world. And they do and deeply. So, again, please drop the assumption that your playstyle achieves a greater depth than one that doesn't do what you do. I'm quite sure you have a deeply rewarding narrative that backs your game, and I don't think that because you do class fictions differently that you must also have a somehow deficient narrative. It's just different from mine, and I like that there's room for both of us to do it how we like. There is no better way to play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 6765030, member: 16814"] Cool. I don't have such narrow groups in my game, nor are there enough classed people to warrant such specialization. I have broad groups that focus on broad concepts, like Guild Mages, that hire out to provide enchantments and abjurations, specializing in protecting spaces and persons. Membership open to whoever has applicable skills, including a number of on hand physical security experts and testers which are often reformed criminals sporting no ability to cast magic. Or the Thaumic Knights, who focus on all the ways of combining magic with martial skill. People would know and recognize members of these organizations by their dress or heraldry, but not necessarily by their skill. Certainly not by the fact that they have an expanded crit range. I don't think that would be noticeable without long term observation. I disagree that this is so generally so. If you strip the fluff and look at just the mechanics, you have a wealth of options that don't necessarily fit within the default fluff. Like the Franciscan-esque monk that channels the might of his god in battle being a barbarian class, but not the barbarian fluff. Well, nothing changed except for some mechanics. Wouldn't make much sense that your magic wand of perforation kept working in an anti-magic field, for instance. But you could probably make those work. Perfectly fine, if the DM thinks it works in his game. I'd have to give those some thought and work through some ramifications to make sure they balanced out okay, but there's nothing wrong with the concept*. Sounds a bit neat, really. If someone did come to be wanting to use the fighter chassis to build an upclose and personal magic user (like that one build in D3) I could let that fly. I didn't think of it before you mentioned it, which is exactly why I keep my door open for such things. *Except for the Faerie Fire -- how do you talk invisible things into be visible with your tactical knowledge? But that's turning a wizard into a fighter -- another interesting exercise, but not for me right now. Yes, 5e shies away from mechanically similar powers. That doesn't cut against my thinking, though, because I'm not looking for mechanically similar powers, I'm looking for abilities that fit a concept even if they need to be re-explained a bit. Like the not-barbarian (actually totally a barbarian!) not-Asian monk. I'd like to step away from the claims that you have a more developed play experience. You have no idea the level of my play experience, or the depth and variety of my currently campaign. I'll admit I've run some shallow things in the past, but I don't see how treating your classes as having specific origins automatically means you have a more developed play experience. My game doesn't have that laser focus on class origin points because I find it more useful to have organizations based on shared outlooks and goals, not common skills. So I will thank you not to presume that your way results in better experiences. No, it doesn't. Again, you are assuming that the characters in my game are player by players that only see them as bags of mechanics. That's how we tend to look at classes, but our characters are quite round and full without needed the anchor of a commonly shared fiction with other members of the character class. They're quite well tied into a deep and vibrant background tapestry by way of their families, the organizations they belongs to, the city they inhabit, the quest they are on, and in discovering the hidden histories of the world they live in. I don't feel the need to have common origins for classes -- I don't build my game around explaining where or how the character classes exist. I assume that characters exist and have abilities, but where they come from and how they express those abilities is largely up to the players to envision and tie into the game world. And they do and deeply. So, again, please drop the assumption that your playstyle achieves a greater depth than one that doesn't do what you do. I'm quite sure you have a deeply rewarding narrative that backs your game, and I don't think that because you do class fictions differently that you must also have a somehow deficient narrative. It's just different from mine, and I like that there's room for both of us to do it how we like. There is no better way to play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
Top