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General Tabletop Discussion
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how many classes is too many?
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<blockquote data-quote="kill the bard!" data-source="post: 6163577" data-attributes="member: 6748886"><p>Thanks for the responses, guys.</p><p></p><p></p><p></p><p>I'm personally torn on this. The prospective game designer in me thinks fewer, well-defined classes is the way to go. While I think a fighter, a rogue, and a magic-user is too few, I think seven or eight classes gives plenty of room to make each uniquely good at something without pigeonholing them into specific roles. But then again, there are various mechanics a game designer can utilize to give the fighter and barbarian a unique play style, even if ultimately they do both do the same thing (kill stuff with weapons).</p><p></p><p>Similarly, the Game Master in me doesn't think a player's class should define how they play. If a player wants to play a barbarian or an assassin, let him choose the skills, traits, or feats available to the fighter or rogue and role play the rest. But the player in me would be heart broken if I were forced to twist a rogue, fighter, or cleric into a monk. Some classes, even though they may overlap others in mechanically, are just too thematically or stylistically too distinctive to shoehorn into another class. So I'm torn on the subject.</p></blockquote><p></p>
[QUOTE="kill the bard!, post: 6163577, member: 6748886"] Thanks for the responses, guys. I'm personally torn on this. The prospective game designer in me thinks fewer, well-defined classes is the way to go. While I think a fighter, a rogue, and a magic-user is too few, I think seven or eight classes gives plenty of room to make each uniquely good at something without pigeonholing them into specific roles. But then again, there are various mechanics a game designer can utilize to give the fighter and barbarian a unique play style, even if ultimately they do both do the same thing (kill stuff with weapons). Similarly, the Game Master in me doesn't think a player's class should define how they play. If a player wants to play a barbarian or an assassin, let him choose the skills, traits, or feats available to the fighter or rogue and role play the rest. But the player in me would be heart broken if I were forced to twist a rogue, fighter, or cleric into a monk. Some classes, even though they may overlap others in mechanically, are just too thematically or stylistically too distinctive to shoehorn into another class. So I'm torn on the subject. [/QUOTE]
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how many classes is too many?
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