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*TTRPGs General
Do prestige classes curb creativity?
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<blockquote data-quote="Celebrim" data-source="post: 2290065" data-attributes="member: 4937"><p>Continuing in that vein.</p><p></p><p>You can be a bard without being a Bard.</p><p>You can be a monk without being a Monk.</p><p>You can be an assassin without being an Assassin.</p><p>You can be a duelist without being a Duelist.</p><p>You can be an archmage without being an Archmage.</p><p>You can be an aristocrat without being an Aristocrat. </p><p>You can be a commoner without being a Commoner.</p><p>If you live in a society ruled by Wizards, its likely that if you are an aristocrat you are not an Aristocrat.</p><p>If you live in a theocracy, its likely that if you are an aristocrat that you are not an Aristocrat.</p><p>Heck, if you live in a plutocracy, its more likely that the aristocracy is rogues and experts than it is that they are Aristocrats.</p><p></p><p>The gambler, the rake, the merchant, the aristocrat, the diplomat, the con artist, the smuggler, the detective, the courtier, the bounty hunter, the pirate, the scribe, the locksmith, the scout, the messenger, the actor, the lawyer, the spy, the bouncer, and heck even the miller might all be rogues. Or, they might not. They might be experts, or something else. The thief could be an expert, a rogue, an aristocrat, a ranger, or a fighter. One doesn't imply the other, being a criminal doesn't imply being a rogue any more than being a rogue implies being a criminal.</p><p></p><p>We don't need a separate class for each profession, and if we are tempted to make a separate class because an existing one doesn't fit then it implies that there is a problem with the flexibility of our base classes.</p><p></p><p>Class is something that exists in the game. It's a rules convention. It's not something which ought to exist in a tangible form in the game universe, but is merely an abstraction of the reality of the game universe. In the real world, people don't have classes. </p><p></p><p>I want a game universe in which 'Dread Pirate' implies that the person is a fearsome scourge of the seas - whether that person is a cleric, rogue, fighter, wizard or whatever - and implies nothing about his abilities at all. I don't want a game universe in which every 'Dread Pirate' has basically the same abilities, or even has to acquire the same set of abilities to gain the title 'Dread Pirate'. If you start looking at the world as if every X is defined by a shared set of abilities and not a shared concept, then yes it is limiting creativity.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2290065, member: 4937"] Continuing in that vein. You can be a bard without being a Bard. You can be a monk without being a Monk. You can be an assassin without being an Assassin. You can be a duelist without being a Duelist. You can be an archmage without being an Archmage. You can be an aristocrat without being an Aristocrat. You can be a commoner without being a Commoner. If you live in a society ruled by Wizards, its likely that if you are an aristocrat you are not an Aristocrat. If you live in a theocracy, its likely that if you are an aristocrat that you are not an Aristocrat. Heck, if you live in a plutocracy, its more likely that the aristocracy is rogues and experts than it is that they are Aristocrats. The gambler, the rake, the merchant, the aristocrat, the diplomat, the con artist, the smuggler, the detective, the courtier, the bounty hunter, the pirate, the scribe, the locksmith, the scout, the messenger, the actor, the lawyer, the spy, the bouncer, and heck even the miller might all be rogues. Or, they might not. They might be experts, or something else. The thief could be an expert, a rogue, an aristocrat, a ranger, or a fighter. One doesn't imply the other, being a criminal doesn't imply being a rogue any more than being a rogue implies being a criminal. We don't need a separate class for each profession, and if we are tempted to make a separate class because an existing one doesn't fit then it implies that there is a problem with the flexibility of our base classes. Class is something that exists in the game. It's a rules convention. It's not something which ought to exist in a tangible form in the game universe, but is merely an abstraction of the reality of the game universe. In the real world, people don't have classes. I want a game universe in which 'Dread Pirate' implies that the person is a fearsome scourge of the seas - whether that person is a cleric, rogue, fighter, wizard or whatever - and implies nothing about his abilities at all. I don't want a game universe in which every 'Dread Pirate' has basically the same abilities, or even has to acquire the same set of abilities to gain the title 'Dread Pirate'. If you start looking at the world as if every X is defined by a shared set of abilities and not a shared concept, then yes it is limiting creativity. [/QUOTE]
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