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L&L: These are not the rules you're looking for
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<blockquote data-quote="Balesir" data-source="post: 5864540" data-attributes="member: 27160"><p>Both of these seem to me to be describing what classes <strong>are</strong> (in older forms of D&D, mainly), not what they are <strong>for</strong>.</p><p></p><p>When I say "What are classes for?" I mean, literally, what function do they fulfill in the game design. What are they supposed to facilitate, encourage or require? Why is it that having classes is better (for this specific game we want to play) than just picking elements to describe a "picture in our heads" (to choose the term Mike Mearls used)? Because, if there isn't a reason to use them, I think classes should not be included.</p><p> </p><p>Sure - understood. I'm not sure it would be possible to find that many resonant roles for each; my "4-5" was more a practical maximum than a desire, but maybe it could happen. In which case, great!</p><p></p><p>Now, this <strong><u>is</u></strong> an intriguing <em>raison d'être</em> for classes. To determine what aspects of the game world the player of the character is rewarded for engaging with. A sort of character-specific set of "victory conditions" (as far as any such thing is relevant to any RPG - which is to say only in a fairly restrained and ongoing way). I actually see the last part as redundant - I see no reason they should not be every bit as competent a fighting man as the "Fighter"; they simply gain nothing whatsoever for it in the game. A mechanic one would need to be careful with, to be sure, but that is something for the detailed execution of the idea, not the basic principle.</p><p></p><p>Nope - for me, this is just back to describing what the classes have traditionally done. Mushy "look-and-feel" that really holds no value, either in-game or meta-game.</p><p></p><p>Roles in 4E are certainly not this: they are the basic combat function for which the class should be built with some facility for. They make sure that every class has at least some use in combat. I disagree with the limitation to "combat", but I do think that in a game about "adventuring" every character should be assured of some ability to "adventure" - in all the major aspects of that activity.</p><p></p><p>You lost me, here. Everyone in D&D takes part in confrontation and also gets resources (treasure) - don't they?</p></blockquote><p></p>
[QUOTE="Balesir, post: 5864540, member: 27160"] Both of these seem to me to be describing what classes [B]are[/B] (in older forms of D&D, mainly), not what they are [B]for[/B]. When I say "What are classes for?" I mean, literally, what function do they fulfill in the game design. What are they supposed to facilitate, encourage or require? Why is it that having classes is better (for this specific game we want to play) than just picking elements to describe a "picture in our heads" (to choose the term Mike Mearls used)? Because, if there isn't a reason to use them, I think classes should not be included. Sure - understood. I'm not sure it would be possible to find that many resonant roles for each; my "4-5" was more a practical maximum than a desire, but maybe it could happen. In which case, great! Now, this [B][U]is[/U][/B] an intriguing [I]raison d'être[/I] for classes. To determine what aspects of the game world the player of the character is rewarded for engaging with. A sort of character-specific set of "victory conditions" (as far as any such thing is relevant to any RPG - which is to say only in a fairly restrained and ongoing way). I actually see the last part as redundant - I see no reason they should not be every bit as competent a fighting man as the "Fighter"; they simply gain nothing whatsoever for it in the game. A mechanic one would need to be careful with, to be sure, but that is something for the detailed execution of the idea, not the basic principle. Nope - for me, this is just back to describing what the classes have traditionally done. Mushy "look-and-feel" that really holds no value, either in-game or meta-game. Roles in 4E are certainly not this: they are the basic combat function for which the class should be built with some facility for. They make sure that every class has at least some use in combat. I disagree with the limitation to "combat", but I do think that in a game about "adventuring" every character should be assured of some ability to "adventure" - in all the major aspects of that activity. You lost me, here. Everyone in D&D takes part in confrontation and also gets resources (treasure) - don't they? [/QUOTE]
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