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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="Mephista" data-source="post: 6767627" data-attributes="member: 6786252"><p>The story has as much authority as an ability that says "Calculate your AC as 10+DEX+CHA." Changing that story is the houserule in this case, even if its a common ruling to make. And that's what 5e is all about - individual rulings. </p><p></p><p>You are attempting to divide the story from all the mechanics in the game. That's not how the game is meant to be played. If you have fun changing things that way, more power to you. But you cannot argue that classes don't have story built into their numbers and levels. They do. Its a part of each class.</p><p></p><p>Yes, people are aware of terms like "monk" and "paladin" in game. Those NPCs who study the matter know that paladins come with innate auras and smites that come from an Oath and training. Wizard, Warlock, and Sorcerer is a well known divide of different magic styles - there's even a rivalry between the three styles that shows up in-game. People talk about visiting nature druids and clerics of the gods in novels and adventure modules. So, you can't say that people are unaware of classes, either. They are. The in game people might not know about exact levels, but certainly they rank spellcasting by level (1 to 9) and ranking martial ability is quite common even in the real world - its simply not as exact. Mechanics are an abstraction, after all.</p><p></p><p></p><p>There is a middle ground here. Where we have the actual story still part of the class, and yet flexibility within it. Its not an either-or situation. There is middle ground.</p></blockquote><p></p>
[QUOTE="Mephista, post: 6767627, member: 6786252"] The story has as much authority as an ability that says "Calculate your AC as 10+DEX+CHA." Changing that story is the houserule in this case, even if its a common ruling to make. And that's what 5e is all about - individual rulings. You are attempting to divide the story from all the mechanics in the game. That's not how the game is meant to be played. If you have fun changing things that way, more power to you. But you cannot argue that classes don't have story built into their numbers and levels. They do. Its a part of each class. Yes, people are aware of terms like "monk" and "paladin" in game. Those NPCs who study the matter know that paladins come with innate auras and smites that come from an Oath and training. Wizard, Warlock, and Sorcerer is a well known divide of different magic styles - there's even a rivalry between the three styles that shows up in-game. People talk about visiting nature druids and clerics of the gods in novels and adventure modules. So, you can't say that people are unaware of classes, either. They are. The in game people might not know about exact levels, but certainly they rank spellcasting by level (1 to 9) and ranking martial ability is quite common even in the real world - its simply not as exact. Mechanics are an abstraction, after all. There is a middle ground here. Where we have the actual story still part of the class, and yet flexibility within it. Its not an either-or situation. There is middle ground. [/QUOTE]
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Do Classes Have Concrete Meaning In Your Game?
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