Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Fluff & Rule, Lore & Crunch. The Interplay of Class, System, and Color in D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8194053" data-attributes="member: 42582"><p>In the context of 4e D&D, as I experienced, classes serve as thematic "pathways to" or "bundles of" player-side engagement with the game.</p><p></p><p>The theme results from the mechanical abilities that flow from a particular class, and the associated fiction.</p><p></p><p>For example, being a cleric or a paladin means <em>worshipping a god</em>. And that manifest through abilities that tend towards the radiant - which is a reflection of the "fact" that, in the fiction of 4e D&D, gods mostly live or are connected to the Astral Sea and radiance is a manifestation of divine power. (The 4e DMG has a little section offering advice on how to change this feature of divine abilities to make it better fit clerics and paladins of deities, evil ones, who are not associated with the Astral Sea.)</p><p></p><p>Being a fighter means <em>having a high armour class</em> and this is generally reflected, in the fiction, by <em>wearing heavy armour</em>. (An alternative, but not a build I've personally seen in play, is to be a STR/DEX fighter in which case AC should still be good but in the fiction this would be understood as <em>being quick on one's feet and adept at dodging attacks</em>.)</p><p></p><p>In many ways I see this as similar to Gygax's AD&D, but with a few differences (which in my view are mostly strengths):</p><p></p><p>* Moreso than AD&D, there is a focus on player-side abilities that will support the thematic play at which the class is aimed. Eg in 4e, fighters have abilities that strongly encourage the player of a fighter to put his/her PC into the heart of any fray. Gygax expresses a similar view about how fighters should be played (PHB p 18: "<em>Fighters</em> generally seek to engage in hand-to-hand combat, for they have more hit points and better weaponry in general than do other classes; DMG p 86: "fighters who hang back from combat . . . or fail to boldly lead . . . are . . . clear examples of a POOR rating), but there is less in the actual design of class abilities - at least in the case of fighters and I think some other classes too - to help ensure that this will be an emergent consequence of playing the class well in a tactical/technical sense.</p><p></p><p>* Moreso than AD&D, these thematic aspects of classes are coupled to the default cosmology and campaign history. This is particularly visible in the warlock class for 4e, but even with fighters there is more of a sense in 4e of what it is about the fantasy world that brings it about that people like this exist in it. (A comparison could be made here with Monte Cook's Arcana Unearthed.)</p><p></p><p>* 4e is overall a bit more permissive than AD&D (especially for human characters) in allowing combinations of classes, either via multi-class rules or hybrid rules or both. As the PHB 3 expressly warns about hybrid characters, they generate a risk of creating an unplayable character. I think there is a corresponding risk of creating a thematically dislocated or incoherent character. But equally these can be used to create strong thematic characters, especially when the role of Paragon Paths and Epic Destinies is also considered. In my long-running game, for instance, we had two "paladins" (to use the term in a loose sense) though mechanically one of them was a paladin and the other was a fighter with a cleric multi-class feat and the cleric Warpriest Paragon Path. Both character were melee-oriented heavily armed and armoured god-fearing and divinely inspired warriors, ie paladins.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8194053, member: 42582"] In the context of 4e D&D, as I experienced, classes serve as thematic "pathways to" or "bundles of" player-side engagement with the game. The theme results from the mechanical abilities that flow from a particular class, and the associated fiction. For example, being a cleric or a paladin means [I]worshipping a god[/I]. And that manifest through abilities that tend towards the radiant - which is a reflection of the "fact" that, in the fiction of 4e D&D, gods mostly live or are connected to the Astral Sea and radiance is a manifestation of divine power. (The 4e DMG has a little section offering advice on how to change this feature of divine abilities to make it better fit clerics and paladins of deities, evil ones, who are not associated with the Astral Sea.) Being a fighter means [I]having a high armour class[/I] and this is generally reflected, in the fiction, by [I]wearing heavy armour[/I]. (An alternative, but not a build I've personally seen in play, is to be a STR/DEX fighter in which case AC should still be good but in the fiction this would be understood as [I]being quick on one's feet and adept at dodging attacks[/I].) In many ways I see this as similar to Gygax's AD&D, but with a few differences (which in my view are mostly strengths): * Moreso than AD&D, there is a focus on player-side abilities that will support the thematic play at which the class is aimed. Eg in 4e, fighters have abilities that strongly encourage the player of a fighter to put his/her PC into the heart of any fray. Gygax expresses a similar view about how fighters should be played (PHB p 18: "[I]Fighters[/I] generally seek to engage in hand-to-hand combat, for they have more hit points and better weaponry in general than do other classes; DMG p 86: "fighters who hang back from combat . . . or fail to boldly lead . . . are . . . clear examples of a POOR rating), but there is less in the actual design of class abilities - at least in the case of fighters and I think some other classes too - to help ensure that this will be an emergent consequence of playing the class well in a tactical/technical sense. * Moreso than AD&D, these thematic aspects of classes are coupled to the default cosmology and campaign history. This is particularly visible in the warlock class for 4e, but even with fighters there is more of a sense in 4e of what it is about the fantasy world that brings it about that people like this exist in it. (A comparison could be made here with Monte Cook's Arcana Unearthed.) * 4e is overall a bit more permissive than AD&D (especially for human characters) in allowing combinations of classes, either via multi-class rules or hybrid rules or both. As the PHB 3 expressly warns about hybrid characters, they generate a risk of creating an unplayable character. I think there is a corresponding risk of creating a thematically dislocated or incoherent character. But equally these can be used to create strong thematic characters, especially when the role of Paragon Paths and Epic Destinies is also considered. In my long-running game, for instance, we had two "paladins" (to use the term in a loose sense) though mechanically one of them was a paladin and the other was a fighter with a cleric multi-class feat and the cleric Warpriest Paragon Path. Both character were melee-oriented heavily armed and armoured god-fearing and divinely inspired warriors, ie paladins. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fluff & Rule, Lore & Crunch. The Interplay of Class, System, and Color in D&D
Top