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
*TTRPGs General
how many classes is too many?
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="Alzrius" data-source="post: 6163615" data-attributes="member: 8461"><p>Hello, and allow me to compliment you on your name; it brings to mind many enjoyable <em>Gamers 2: Dorkness Rising</em> jokes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Having played D&D for almost twenty years now, I'm starting to grow tired of the class system (but not D&D) altogether.</p><p></p><p>I think that the use of classes works great if people don't sit down to make a character with a specific theme in mind, if there's allowed to be an element of randomness involved (e.g. random ability scores), and if there are prerequisites/restrictions on what choices can be made based on those random results (e.g. ability score requirements for classes). In other words, if character creation is treated as being part of game-play, rather than preparation for playing the game, it can be a lot of fun.</p><p></p><p>If you start out with a specific character idea in mind, however, you have a very real chance of finding yourself struggling to make a class build that can emulate it adequately. That's because classes are inherently limited in what they offer, having set thematic archetypes and matching mechanical abilities. Yes, you can discard the theme of the class, and try and reflavor the abilities, but assuming that works (which is a generous assumption) it can be unsatisfying, as your "different" character isn't different in any meaningful (that is, mechanical) way from another character using the same class.</p><p></p><p>As a practical example, my current campaign is a Pathfinder one. About a year ago, I had a player ask how he could make his new character be a "fire dancer." Some questioning about what that was turned up that his concept was, indeed, for a character that could manipulate fire via dancing.</p><p></p><p>I looked through a <em>lot</em> of books trying to make that work. I had pretty much all of the major Paizo books at the time, and the online resources (e.g. d20PFSRD) helped. I also had a truckload of third-party supplements, to boot.</p><p></p><p>The best I could come up with was that he make a bard, take mostly fire-based spells, and put ranks into Perform (dance)...along with saying that the somatic components for his spells were dances. (I had a few more specific suggestions, but that was the gist of it.)</p><p></p><p>Needless to say, that wasn't a very satisfying answer. His character was still "just" a bard, not really any different than any other. He wanted to use fire-based effects based on dancing alone, but still had to satisfy verbal- and -material-based components for his spells. His class abilities (the ones that used dancing at all) weren't fire-based, and the entire concept wasn't one that was clearly abetted by his character's mechanics.</p><p></p><p>Ultimately, I decided that a <a href="http://www.rpgnow.com/product/51255/Eclipse-The-Codex-Persona-Shareware" target="_blank">point-buy character-builder</a> was the way to go, since it gave me the freedom to build any character concept I wanted without changing games (and make no mistake, that part was very important - I can't "just play GURPS" since no one in my group wants to go through the process of buying and learning an entirely new system, when they like Pathfinder just fine in every other regard...as do I).</p><p></p><p>Indeed, I think that D&D has been moving towards a build-your-own-character model for quite some time. Class abilities that allow you to pick from a list of choices (e.g. rogue talents), alternate class abilities, feats (which are just a universal set of pick-your-own class features), all of these have elements of building your own character to them. Fifth Edition is already talking about, at the highest level of complexity, letting players make their own sub-classes.</p><p></p><p>Despite this, most people who enjoy D&D rebel at the thought of using a point-buy character generator, seeing it as being an irreconcilable break from the game's fundamental traditions, something I think is overstated. The game still plays the same, but now you can play it with the character you actually <em>wanted</em> to play.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6163615, member: 8461"] Hello, and allow me to compliment you on your name; it brings to mind many enjoyable [i]Gamers 2: Dorkness Rising[/i] jokes. :) Having played D&D for almost twenty years now, I'm starting to grow tired of the class system (but not D&D) altogether. I think that the use of classes works great if people don't sit down to make a character with a specific theme in mind, if there's allowed to be an element of randomness involved (e.g. random ability scores), and if there are prerequisites/restrictions on what choices can be made based on those random results (e.g. ability score requirements for classes). In other words, if character creation is treated as being part of game-play, rather than preparation for playing the game, it can be a lot of fun. If you start out with a specific character idea in mind, however, you have a very real chance of finding yourself struggling to make a class build that can emulate it adequately. That's because classes are inherently limited in what they offer, having set thematic archetypes and matching mechanical abilities. Yes, you can discard the theme of the class, and try and reflavor the abilities, but assuming that works (which is a generous assumption) it can be unsatisfying, as your "different" character isn't different in any meaningful (that is, mechanical) way from another character using the same class. As a practical example, my current campaign is a Pathfinder one. About a year ago, I had a player ask how he could make his new character be a "fire dancer." Some questioning about what that was turned up that his concept was, indeed, for a character that could manipulate fire via dancing. I looked through a [i]lot[/i] of books trying to make that work. I had pretty much all of the major Paizo books at the time, and the online resources (e.g. d20PFSRD) helped. I also had a truckload of third-party supplements, to boot. The best I could come up with was that he make a bard, take mostly fire-based spells, and put ranks into Perform (dance)...along with saying that the somatic components for his spells were dances. (I had a few more specific suggestions, but that was the gist of it.) Needless to say, that wasn't a very satisfying answer. His character was still "just" a bard, not really any different than any other. He wanted to use fire-based effects based on dancing alone, but still had to satisfy verbal- and -material-based components for his spells. His class abilities (the ones that used dancing at all) weren't fire-based, and the entire concept wasn't one that was clearly abetted by his character's mechanics. Ultimately, I decided that a [url=http://www.rpgnow.com/product/51255/Eclipse-The-Codex-Persona-Shareware]point-buy character-builder[/url] was the way to go, since it gave me the freedom to build any character concept I wanted without changing games (and make no mistake, that part was very important - I can't "just play GURPS" since no one in my group wants to go through the process of buying and learning an entirely new system, when they like Pathfinder just fine in every other regard...as do I). Indeed, I think that D&D has been moving towards a build-your-own-character model for quite some time. Class abilities that allow you to pick from a list of choices (e.g. rogue talents), alternate class abilities, feats (which are just a universal set of pick-your-own class features), all of these have elements of building your own character to them. Fifth Edition is already talking about, at the highest level of complexity, letting players make their own sub-classes. Despite this, most people who enjoy D&D rebel at the thought of using a point-buy character generator, seeing it as being an irreconcilable break from the game's fundamental traditions, something I think is overstated. The game still plays the same, but now you can play it with the character you actually [i]wanted[/i] to play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
how many classes is too many?
Top