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If D&D were created today, what would it look like?
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<blockquote data-quote="pemerton" data-source="post: 8201159" data-attributes="member: 42582"><p>I want to step out of the weeds of this debate about fighter/warrior classes.</p><p></p><p>Let's begin by looking at a different, contemporary RPG: <a href="http://catchyourhare.com/files/Cthulhu%20Dark.pdf" target="_blank">Cthulhu Dark</a>. Here is the character building process from that system:</p><p></p><p style="margin-left: 20px">Choose a name and occupation. Describe your Investigator.</p><p></p><p>Here's the reason why your character's <em>occupation</em> matters:</p><p></p><p style="margin-left: 20px">To know how well you do at something, roll:</p> <p style="margin-left: 20px">* One die if the task is <em>within human capabilities</em>.</p> <p style="margin-left: 20px">* One die if it’s <em>within your occupational expertise</em>.</p><p></p><p>Imagine adapting this system from Mythos RPGing to FRPGing: if I call my warrior character a <em>samurai </em>that gives my character a bonus die when riding, shooting my bow, fighting with a katana and (if the table has bought into a certain conception of the courtly life of samurai) composing a haiku. If I call my warrior a <em>gladiator</em> then I get a bonus die when fighting - even with weird weapons - and when revving up the crowd and maybe (if the table has bought into a certain conception of gladiators) when leading a slave revolt.</p><p></p><p>13th Age uses <em>just this approach</em> to PC backgrounds and their role in non-combat resolution; Cthulhu Dark just generalises it to the whole of the game. (And a mechanically more sophisticated approach to this sort of free descriptor-style of PC build can be found in Robin Laws's HeroWars/HeroQuest RPG.)</p><p></p><p>Now the reason original D&D needed only a single "fighting man" class was because it didn't have class abilities beyond <em>what weapons can you use</em>,<em> what armour can you use</em>, and<em> what magic can you perform</em>. The fighter class is the one that answers <em>all</em>,<em> all</em>, <em>none</em>.</p><p></p><p>There would be no point in an alternative, invented-today D&D having multiple fighter/warrior classes unless it was also going to have intricate and distinct lists of class abilities associated with each (along the lines of 4e D&D, or 5e D&D subclasses). But just as likely, as a design, would be to stick with a single fighter class (probably called <em>warrior</em> because I think that sounds less like a boxer and has a bit more resonance) and then just use some sort of background/free descriptor mechanic to distinguish gladiators from samurai from Robin Hood-style foresters etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8201159, member: 42582"] I want to step out of the weeds of this debate about fighter/warrior classes. Let's begin by looking at a different, contemporary RPG: [URL='http://catchyourhare.com/files/Cthulhu%20Dark.pdf']Cthulhu Dark[/URL]. Here is the character building process from that system: [INDENT]Choose a name and occupation. Describe your Investigator.[/INDENT] Here's the reason why your character's [I]occupation[/I] matters: [INDENT]To know how well you do at something, roll:[/INDENT] [INDENT]* One die if the task is [I]within human capabilities[/I].[/INDENT] [INDENT]* One die if it’s [I]within your occupational expertise[/I].[/INDENT] Imagine adapting this system from Mythos RPGing to FRPGing: if I call my warrior character a [I]samurai [/I]that gives my character a bonus die when riding, shooting my bow, fighting with a katana and (if the table has bought into a certain conception of the courtly life of samurai) composing a haiku. If I call my warrior a [I]gladiator[/I] then I get a bonus die when fighting - even with weird weapons - and when revving up the crowd and maybe (if the table has bought into a certain conception of gladiators) when leading a slave revolt. 13th Age uses [I]just this approach[/I] to PC backgrounds and their role in non-combat resolution; Cthulhu Dark just generalises it to the whole of the game. (And a mechanically more sophisticated approach to this sort of free descriptor-style of PC build can be found in Robin Laws's HeroWars/HeroQuest RPG.) Now the reason original D&D needed only a single "fighting man" class was because it didn't have class abilities beyond [I]what weapons can you use[/I],[I] what armour can you use[/I], and[I] what magic can you perform[/I]. The fighter class is the one that answers [I]all[/I],[I] all[/I], [I]none[/I]. There would be no point in an alternative, invented-today D&D having multiple fighter/warrior classes unless it was also going to have intricate and distinct lists of class abilities associated with each (along the lines of 4e D&D, or 5e D&D subclasses). But just as likely, as a design, would be to stick with a single fighter class (probably called [I]warrior[/I] because I think that sounds less like a boxer and has a bit more resonance) and then just use some sort of background/free descriptor mechanic to distinguish gladiators from samurai from Robin Hood-style foresters etc. [/QUOTE]
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