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Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="Mephista" data-source="post: 6767194" data-attributes="member: 6786252"><p>Actually, there is. One, barbarians are generally considered to grow up away from civilization. Two, monasteries are just buildies that house a commuity of "monks." And monks are defined as people who practice religious asceticism; living in tune with an animal totem can be considered a form of asceticism.</p><p></p><p>So, sorry, but the totem barbarians easily fit your standard.</p><p></p><p> I honestly don't think you understand what barbaric means. Or what a barbarian is. Irregardless, the only definition that matters here is the one in D&D books. The PHB heavily suggests tribal - all three examples in the beginning are tribal, the A Life of Danger section talks about relations to tribal people, the Creating a Barbarian talks about being lured to civilized lands, implying you started away from them. Frankly, your street thug is as much of a departure from the D&D Barbarian as Mouse's monastic rapture; you are breaking your own standard here.</p><p></p><p>Futhermore, I'd like to point out the SCAG new Barbarian subclass. The dwarf battlerager. These guys are fully part of dwarven society, not in the edges of it. They are not the product of an uncivilized, uneducated, or brutal lifestyle. A brutal fighting style, maybe, but not a brutal life. </p><p></p><p></p><p> Y has nothing to do with X. Its just there. It doesn't augment, it doesn't negate. It just is.</p><p></p><p></p><p> Sure. I'm all for invoking archetypes and tropes. However, that's the thing with tropes - they need flexibility, or they become nothing more than boring, two dimensional stereotypes. There are lots of ways to twist an archetype here. I'm not suggesting to ignore the story, but I'm also not recommending that you slavishly adhere to the most strict style of story ever. </p><p></p><p>I've said it before, but Mouseferatu's character is actually something that fits well within the barbarian archetype. Its not a cliche stereotype, but it is absolutely recognizable as a D&D Barbarian. Rogue has historically been a class used by human nobility, and not just spies, thieves, and assassins. These archetypes are a lot more flexible than you're making it out to be.</p><p></p><p>Now, I'm the type of person that thinks that, if you want to play a warlock, you need a Patron. If you're a wizard, you need to study books for spells. If you're a paladin, you've got an Oath (or you're an Oathbreaker, but even then, you're defined by an oath, albite a broken one). But if you want your patron to be a sleeping god's memories you contact in dreams, if you carry around a book that mystically writes itself, or have an oath sworn to the mob, I'm all for it.</p></blockquote><p></p>
[QUOTE="Mephista, post: 6767194, member: 6786252"] Actually, there is. One, barbarians are generally considered to grow up away from civilization. Two, monasteries are just buildies that house a commuity of "monks." And monks are defined as people who practice religious asceticism; living in tune with an animal totem can be considered a form of asceticism. So, sorry, but the totem barbarians easily fit your standard. I honestly don't think you understand what barbaric means. Or what a barbarian is. Irregardless, the only definition that matters here is the one in D&D books. The PHB heavily suggests tribal - all three examples in the beginning are tribal, the A Life of Danger section talks about relations to tribal people, the Creating a Barbarian talks about being lured to civilized lands, implying you started away from them. Frankly, your street thug is as much of a departure from the D&D Barbarian as Mouse's monastic rapture; you are breaking your own standard here. Futhermore, I'd like to point out the SCAG new Barbarian subclass. The dwarf battlerager. These guys are fully part of dwarven society, not in the edges of it. They are not the product of an uncivilized, uneducated, or brutal lifestyle. A brutal fighting style, maybe, but not a brutal life. Y has nothing to do with X. Its just there. It doesn't augment, it doesn't negate. It just is. Sure. I'm all for invoking archetypes and tropes. However, that's the thing with tropes - they need flexibility, or they become nothing more than boring, two dimensional stereotypes. There are lots of ways to twist an archetype here. I'm not suggesting to ignore the story, but I'm also not recommending that you slavishly adhere to the most strict style of story ever. I've said it before, but Mouseferatu's character is actually something that fits well within the barbarian archetype. Its not a cliche stereotype, but it is absolutely recognizable as a D&D Barbarian. Rogue has historically been a class used by human nobility, and not just spies, thieves, and assassins. These archetypes are a lot more flexible than you're making it out to be. Now, I'm the type of person that thinks that, if you want to play a warlock, you need a Patron. If you're a wizard, you need to study books for spells. If you're a paladin, you've got an Oath (or you're an Oathbreaker, but even then, you're defined by an oath, albite a broken one). But if you want your patron to be a sleeping god's memories you contact in dreams, if you carry around a book that mystically writes itself, or have an oath sworn to the mob, I'm all for it. [/QUOTE]
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