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General Tabletop Discussion
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Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6783521" data-attributes="member: 6790260"><p>Ironically, while I am generally agreed with your arguments up to this point, the parenthetical bit is exactly the <em>opposite</em> of how I feel about the 4e situation. <em>Third</em> edition is what rendered "classes" so vague and unimportant as to be invisible--by introducing <em>à la carte</em> multiclassing and the rampant explosion of prestige classes (Pathfinder takes this even further, with Archetypes effectively erasing any meaning "class" has by making all or nearly all features hot-swappable). 4e gave every class an over-arching goal (with the possible exception of the Wizard, that switched from "one core class with no focus" to "way too many subclasses with no consistent focus"), and usually a handful of mechanics that were, to one degree or another, "unique." (E.g. the Paladin's Lay On Hands and, eventually, two different marking mechanics.) Drastically limiting the ability to multiclass meant you couldn't just mash together whatever smorgasbord of mechanics you wanted--you had to make choices, and those choices led to differences.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6783521, member: 6790260"] Ironically, while I am generally agreed with your arguments up to this point, the parenthetical bit is exactly the [I]opposite[/I] of how I feel about the 4e situation. [I]Third[/I] edition is what rendered "classes" so vague and unimportant as to be invisible--by introducing [I]à la carte[/I] multiclassing and the rampant explosion of prestige classes (Pathfinder takes this even further, with Archetypes effectively erasing any meaning "class" has by making all or nearly all features hot-swappable). 4e gave every class an over-arching goal (with the possible exception of the Wizard, that switched from "one core class with no focus" to "way too many subclasses with no consistent focus"), and usually a handful of mechanics that were, to one degree or another, "unique." (E.g. the Paladin's Lay On Hands and, eventually, two different marking mechanics.) Drastically limiting the ability to multiclass meant you couldn't just mash together whatever smorgasbord of mechanics you wanted--you had to make choices, and those choices led to differences. [/QUOTE]
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