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<blockquote data-quote="howandwhy99" data-source="post: 6221492" data-attributes="member: 3192"><p>For me niche protection isn't really necessary in an RPG, while role enabling is. Classes have abilities which enable performance within their chosen role, but anyone can attempt any role at any time. Wizards can put on armor and swing swords. Clerics can sneak around and stab people in the back. The point is, they aren't as capable in performing behaviors associated outside their class. </p><p></p><p>A high level wizard, high in their class not "character", can hit stuff better than a low level fighter even though hitting things more often is one thing fighters focus on above most anything else. But even with better attacking odds, this high level wizard still take penalties for lacking in all sorts of other combat-focused abilities. They are simply better at using magic to overcome challenges, via ability or otherwise, than engaging in combat. Could the wizard have defined themselves more through play to increase their armor proficiency? Hit Die? Strength score? Of course, but it would be to the detriment of their magical performance. Do this often enough and they are better switching to the fighter class, if they qualify.</p><p></p><p>All of this is part of the reason why the game isn't designed like it used to be. Instead of all of the game mechanics referring to the game world, most are still referring to "character powers". This isn't a game where PCs are balanced against each other. The current design needs to quit being a combat game with exceptions-based design for monster / character powers. It has improved, but it has a long way to go.</p><p></p><p>If you are a scout dwarf, Scout is your class, Dwarf is your race. You seem to be making up a category that isn't supposed to be class at all, but actually is and then using the class mechanics to mean subclass. </p><p></p><p>If you don't feel one of the core classes covers your class choice, develop a custom subclass with your DM and be that.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6221492, member: 3192"] For me niche protection isn't really necessary in an RPG, while role enabling is. Classes have abilities which enable performance within their chosen role, but anyone can attempt any role at any time. Wizards can put on armor and swing swords. Clerics can sneak around and stab people in the back. The point is, they aren't as capable in performing behaviors associated outside their class. A high level wizard, high in their class not "character", can hit stuff better than a low level fighter even though hitting things more often is one thing fighters focus on above most anything else. But even with better attacking odds, this high level wizard still take penalties for lacking in all sorts of other combat-focused abilities. They are simply better at using magic to overcome challenges, via ability or otherwise, than engaging in combat. Could the wizard have defined themselves more through play to increase their armor proficiency? Hit Die? Strength score? Of course, but it would be to the detriment of their magical performance. Do this often enough and they are better switching to the fighter class, if they qualify. All of this is part of the reason why the game isn't designed like it used to be. Instead of all of the game mechanics referring to the game world, most are still referring to "character powers". This isn't a game where PCs are balanced against each other. The current design needs to quit being a combat game with exceptions-based design for monster / character powers. It has improved, but it has a long way to go. If you are a scout dwarf, Scout is your class, Dwarf is your race. You seem to be making up a category that isn't supposed to be class at all, but actually is and then using the class mechanics to mean subclass. If you don't feel one of the core classes covers your class choice, develop a custom subclass with your DM and be that. [/QUOTE]
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