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General Tabletop Discussion
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Heroic Archetypes and Gaps in Class coverage
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<blockquote data-quote="Ratskinner" data-source="post: 7185920" data-attributes="member: 6688937"><p>I think this is one of those areas where D&D has some design issues. Namely, as this thread suggests, you have no clear distinction between combat functionality (which, if we're being honest, is what class is all about in D&D) and narrative concerns (the handling of which is probably larger discussion). Mushing the two, in a game where combat plays such a huge mechanically distinct role, makes this discussion tougher to have.</p><p></p><p>Personally, I think 5e does pretty well covering everything that I would call a fantasy <strong>archetype</strong>, and a lot of what people are throwing around seem much more specific than I would consider for that term.</p><p></p><p>Then again I'm probably an outlier on this matter. I was very excited at one point early in the design phase when it was suggested that some things that were formerly classes might be converted to some other character facet. So "Paladin" and similar things might have represented a set of abilities and traits which you could mix with a small number of classes to get a wild diversity of combos like Paladin-Wizard. By the end, Backgrounds were the relatively anemic result.</p><p></p><p>I'm highly intrigued by a game called "Uncharted Worlds". In UW, player's pick a backround and two claases. They then select two moves from one class and one from the other. In DJD terms, this is like "Paladin" being Armor plus Divine. Barbarians as we know them could be Rage plus Nature.</p><p></p><p></p><p></p><p></p><p></p><p>Sent from my LG-TP450 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7185920, member: 6688937"] I think this is one of those areas where D&D has some design issues. Namely, as this thread suggests, you have no clear distinction between combat functionality (which, if we're being honest, is what class is all about in D&D) and narrative concerns (the handling of which is probably larger discussion). Mushing the two, in a game where combat plays such a huge mechanically distinct role, makes this discussion tougher to have. Personally, I think 5e does pretty well covering everything that I would call a fantasy [B]archetype[/B], and a lot of what people are throwing around seem much more specific than I would consider for that term. Then again I'm probably an outlier on this matter. I was very excited at one point early in the design phase when it was suggested that some things that were formerly classes might be converted to some other character facet. So "Paladin" and similar things might have represented a set of abilities and traits which you could mix with a small number of classes to get a wild diversity of combos like Paladin-Wizard. By the end, Backgrounds were the relatively anemic result. I'm highly intrigued by a game called "Uncharted Worlds". In UW, player's pick a backround and two claases. They then select two moves from one class and one from the other. In DJD terms, this is like "Paladin" being Armor plus Divine. Barbarians as we know them could be Rage plus Nature. Sent from my LG-TP450 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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