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General Tabletop Discussion
*Dungeons & Dragons
L&L: Subclasses
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<blockquote data-quote="steeldragons" data-source="post: 6125886" data-attributes="member: 92511"><p>Quite right. Those roads will getcha to<em> the same place</em>, every time.</p><p></p><p>Witty as this and the math lesson may be, we're not talking about roads and we're not talking about "getting to 4"...We're talking about the character creation process for a fantasy rpg, specifically an edition of Dungeons & Dragons. </p><p></p><p>In my opinion that does not need a Class called Assassin, a sub-class called Assassin, a specialty called Assassin and then a Garotte strangle hold and Inta-Death Feats, with Poison Use and Super-stealth Skills [and don't forget the kung-fu grip!] all to make a bevy of characters who can be called "Assassin."</p><p></p><p>The designers...who get paid for this kinda thing, btw...need to make some f--n' decisions as to their opinion of the "best"/most inclusive/broadest defined way to go...and then stick to it/stand by it!</p><p></p><p>If anyone wants to deconstruct the Assassin sub-class [let's say, for the sake of example, it's a sub-class and nothing else] and use bits n' pieces to their hearts' content at their table, GO FOR IT! As KM so correctly points out, this is a game played by different groups at different tables differently. If they think a game which caters to every possible scenario is possible, then f--it! Why put out a "system" at all...just have NO rules, NO framework...You don't have to worry about ruffling any-particular-playstyle's feathers and let everyone pick to do things however they want.</p><p></p><p>I'm sure that'll make a great game for lots of people...it just won't be Dungeons & Dragons.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6125886, member: 92511"] Quite right. Those roads will getcha to[I] the same place[/I], every time. Witty as this and the math lesson may be, we're not talking about roads and we're not talking about "getting to 4"...We're talking about the character creation process for a fantasy rpg, specifically an edition of Dungeons & Dragons. In my opinion that does not need a Class called Assassin, a sub-class called Assassin, a specialty called Assassin and then a Garotte strangle hold and Inta-Death Feats, with Poison Use and Super-stealth Skills [and don't forget the kung-fu grip!] all to make a bevy of characters who can be called "Assassin." The designers...who get paid for this kinda thing, btw...need to make some f--n' decisions as to their opinion of the "best"/most inclusive/broadest defined way to go...and then stick to it/stand by it! If anyone wants to deconstruct the Assassin sub-class [let's say, for the sake of example, it's a sub-class and nothing else] and use bits n' pieces to their hearts' content at their table, GO FOR IT! As KM so correctly points out, this is a game played by different groups at different tables differently. If they think a game which caters to every possible scenario is possible, then f--it! Why put out a "system" at all...just have NO rules, NO framework...You don't have to worry about ruffling any-particular-playstyle's feathers and let everyone pick to do things however they want. I'm sure that'll make a great game for lots of people...it just won't be Dungeons & Dragons. [/QUOTE]
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