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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="pemerton" data-source="post: 6766632" data-attributes="member: 42582"><p>I think IAB has a fairly narrow view of what is <em>rules.</em></p><p></p><p>To me, it seems clear that a longsword being a bladed weapon is not just "fluff". It's a rule, which interacts with a host of other rules (eg rules for dealing slashing damage; rules for purchasing equipment; rules for encumbrance; etc).</p><p></p><p>Contrast the traditional description of gnomes as having large noses. That's not a rule; it's mere colour. It doesn't interact with any of the game systems. (Except in 3E if the optional rule for gnomes buying Scent as a feat is in use.)</p><p></p><p>In the 1st ed AD&D PHB, that monks live in monasteries is a rule, related to the rule for level progression, for gaining followers and building a monastery, etc. But in 5e I don't see that it is a rule at all - there are no game systems that relate to or depend upon it. It's mere colour.</p><p></p><p>Well, I wrote each out in one sentence. Of course they don't have any richer description! </p><p></p><p>I don't think being taught martial arts by an intelligent magical animal is empty colour at all. I think it's pretty rich colour that establishes a host of backstory opportunities.</p><p></p><p>I've never had a PC with that backstory in my game, but I have GMed a game where one of the PCs was believed (at the start of the campaign) to be a fox who had willed itself into human form as part of a program of self-improvement, but who then turned out (as per further backstory development by the player) to be one of the heavenly animal lords banished to earth for wrongdoing. That backstory played a significant role in driving the campaign.</p><p></p><p>Mechanically, the PC in question was a hengeyokai ranger/ninja. It wouldn't have in any way improved the game, though, to insist that the player stick to the standard backstories for these PC building elements.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6766632, member: 42582"] I think IAB has a fairly narrow view of what is [I]rules.[/I] To me, it seems clear that a longsword being a bladed weapon is not just "fluff". It's a rule, which interacts with a host of other rules (eg rules for dealing slashing damage; rules for purchasing equipment; rules for encumbrance; etc). Contrast the traditional description of gnomes as having large noses. That's not a rule; it's mere colour. It doesn't interact with any of the game systems. (Except in 3E if the optional rule for gnomes buying Scent as a feat is in use.) In the 1st ed AD&D PHB, that monks live in monasteries is a rule, related to the rule for level progression, for gaining followers and building a monastery, etc. But in 5e I don't see that it is a rule at all - there are no game systems that relate to or depend upon it. It's mere colour. Well, I wrote each out in one sentence. Of course they don't have any richer description! I don't think being taught martial arts by an intelligent magical animal is empty colour at all. I think it's pretty rich colour that establishes a host of backstory opportunities. I've never had a PC with that backstory in my game, but I have GMed a game where one of the PCs was believed (at the start of the campaign) to be a fox who had willed itself into human form as part of a program of self-improvement, but who then turned out (as per further backstory development by the player) to be one of the heavenly animal lords banished to earth for wrongdoing. That backstory played a significant role in driving the campaign. Mechanically, the PC in question was a hengeyokai ranger/ninja. It wouldn't have in any way improved the game, though, to insist that the player stick to the standard backstories for these PC building elements. [/QUOTE]
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