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Fluff & Rule, Lore & Crunch. The Interplay of Class, System, and Color in D&D
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<blockquote data-quote="TwoSix" data-source="post: 8193937" data-attributes="member: 205"><p>Personally, I play with classes as a grab bag of mechanical abilities, linked together for gamist purposes, with some optional flavor slathered on to provide an introduction to D&D tropes for novices. In my own settings, class does not exist as a recognizable attribute within in the settings, and prominent NPCs all have unique abilities that do not exist within the existing class framework. </p><p></p><p>Now, do I think the game is <em>designed</em> that way? Almost certainly not. Everything published suggests to me that NPCs linked together by commonality of class is something the designers think of as extant within the fiction. (Rangers train other rangers, wizards form schools of other wizards, etc.) But I find treating classes purely as out-of-game entities a much more natural, enjoyable way to play.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8193937, member: 205"] Personally, I play with classes as a grab bag of mechanical abilities, linked together for gamist purposes, with some optional flavor slathered on to provide an introduction to D&D tropes for novices. In my own settings, class does not exist as a recognizable attribute within in the settings, and prominent NPCs all have unique abilities that do not exist within the existing class framework. Now, do I think the game is [i]designed[/i] that way? Almost certainly not. Everything published suggests to me that NPCs linked together by commonality of class is something the designers think of as extant within the fiction. (Rangers train other rangers, wizards form schools of other wizards, etc.) But I find treating classes purely as out-of-game entities a much more natural, enjoyable way to play. [/QUOTE]
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Fluff & Rule, Lore & Crunch. The Interplay of Class, System, and Color in D&D
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