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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
L&L: These are not the rules you're looking for
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="howandwhy99" data-source="post: 5865993" data-attributes="member: 3192"><p>You know I think we're closer in agreement than I first thought. The D&Dn designers are talking about categorizing three focuses of play: social interaction (nominally role play), exploration, and combat. I suppose those spheres of engagement could be considered roles too, but I think a solid Class (role) should cover all three to some degree.</p><p></p><p>For me Class == Role in D&D. 4E combat roles made sense in the rock-scissors-paper combat design that goes much farther back in wargaming and military science history than 71's <em>Chainmail</em> game. I've mentioned before I think they are a carryover of the infantry-cavalry-artillery theory, but with computer and console combat roles built in as well. I don't think these should be the first and foremost design considerations though. </p><p></p><p>Interlocking role design like the above could conceivably be built into the designers' other two spheres of action as separate game designs, but I'd hesitate limiting classes even that much. It's good game design to be sure, it's simply predetermining a second level of class categorizing upon the first (actually named class) like 4E did with Roles & Classes. It isn't necessary. </p><p></p><p>The classes themselves focus the sphere of adventure for the game by character. Enabling more activities, even more than the 3 suggested, can be done (perhaps with modularity) without taking anything away from the niche each class offers. </p><p></p><p>Each class engages in combat as per their class abilities and advancement goals first, combat roles are secondary and decided upon by the player. Maybe the M-U wants to be a meatshield this time? That's their choice, but by historical design that means it is tougher for them.</p><p></p><p>Socializing mechanics, exploration mechanics, and anything else they can dream up mechanics need only cover the classes they are being designed for. Crafting is generally outside of all the core classes, but a rule supplement could be provided that played it up for each, and each in their own specific way. Weapons, clerical implements, arcane book design, refining thieves' tools, etc. Personally that's beyond the scope of the game for me and more in the realm of NPC classes, but its possible the players want to spend some hours of gaming playing at crafting waterskins and whatnot.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5865993, member: 3192"] You know I think we're closer in agreement than I first thought. The D&Dn designers are talking about categorizing three focuses of play: social interaction (nominally role play), exploration, and combat. I suppose those spheres of engagement could be considered roles too, but I think a solid Class (role) should cover all three to some degree. For me Class == Role in D&D. 4E combat roles made sense in the rock-scissors-paper combat design that goes much farther back in wargaming and military science history than 71's [I]Chainmail[/I] game. I've mentioned before I think they are a carryover of the infantry-cavalry-artillery theory, but with computer and console combat roles built in as well. I don't think these should be the first and foremost design considerations though. Interlocking role design like the above could conceivably be built into the designers' other two spheres of action as separate game designs, but I'd hesitate limiting classes even that much. It's good game design to be sure, it's simply predetermining a second level of class categorizing upon the first (actually named class) like 4E did with Roles & Classes. It isn't necessary. The classes themselves focus the sphere of adventure for the game by character. Enabling more activities, even more than the 3 suggested, can be done (perhaps with modularity) without taking anything away from the niche each class offers. Each class engages in combat as per their class abilities and advancement goals first, combat roles are secondary and decided upon by the player. Maybe the M-U wants to be a meatshield this time? That's their choice, but by historical design that means it is tougher for them. Socializing mechanics, exploration mechanics, and anything else they can dream up mechanics need only cover the classes they are being designed for. Crafting is generally outside of all the core classes, but a rule supplement could be provided that played it up for each, and each in their own specific way. Weapons, clerical implements, arcane book design, refining thieves' tools, etc. Personally that's beyond the scope of the game for me and more in the realm of NPC classes, but its possible the players want to spend some hours of gaming playing at crafting waterskins and whatnot. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
L&L: These are not the rules you're looking for
Top