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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="Tony Vargas" data-source="post: 6765581" data-attributes="member: 996"><p>It means the way you use classes makes them into a different tool from the way Im a Banana does. They're still a tool you use to build a better game for your players in both cases. I'm a Banana's classes are a tool that hammers in consistency and immersion, by making any choice a player making choice of class, whether based on concept or mechanics, a choice of who/what the character is in the world. Your classes are a tool that lets each player fit the mechanics of his character to his concept of the character. Both create greater immersion. The former by hardwiring links to the world, the latter by getting player buy-in. </p><p></p><p>Good examples. Backgrounds are great world-tie-in tools, and they're much less mechanically involved in classes, so you can whip up new ones and/or modify them fairly easily. </p><p></p><p>Another tool in the works that should be ideal for world-tie-ins is Prestige Classes. </p><p></p><p>Given both of those, flogging the same functionality out of classes, when you could use the optional multiclassing rules and allow them to be fungible character-concept-building-blocks, isn't strictly necessary. We can 'get away' with using classes that 'more abstract' way, without 'losing' links to the world.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6765581, member: 996"] It means the way you use classes makes them into a different tool from the way Im a Banana does. They're still a tool you use to build a better game for your players in both cases. I'm a Banana's classes are a tool that hammers in consistency and immersion, by making any choice a player making choice of class, whether based on concept or mechanics, a choice of who/what the character is in the world. Your classes are a tool that lets each player fit the mechanics of his character to his concept of the character. Both create greater immersion. The former by hardwiring links to the world, the latter by getting player buy-in. Good examples. Backgrounds are great world-tie-in tools, and they're much less mechanically involved in classes, so you can whip up new ones and/or modify them fairly easily. Another tool in the works that should be ideal for world-tie-ins is Prestige Classes. Given both of those, flogging the same functionality out of classes, when you could use the optional multiclassing rules and allow them to be fungible character-concept-building-blocks, isn't strictly necessary. We can 'get away' with using classes that 'more abstract' way, without 'losing' links to the world. [/QUOTE]
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