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Legends and Lore - The Genius of D&D
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<blockquote data-quote="I'm A Banana" data-source="post: 5793554" data-attributes="member: 2067"><p>With the mantra in mind that it's always easier to have fewer options than more options, there may be a "classless" option in the core books, though I don't imagine many other modules using it. Still, if you go with the assumption that there is no class, and that you can describe yourself as a "wizard" or whatever, and that "class" is a layer of complexity you can add to your character, well, that's classless, even if it doesn't quite match the a la carte menu of systems like GURPS. </p><p></p><p>Heck, as it is in 4e, you could pretty much take Page 42 and run a classless game on THAT core engine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Further reinforcing my opinion of D&D being functionally a 10-level/1-year game. </p><p></p><p>I kind of disagree with Monte on the magic of levels. His perspective is good for a businessman interested in getting the most people to play D&D, but the <strong>game design</strong> reason levels work is because they give a sense of change over time -- that the character you began as is not the same kind of character you'll end up with. There's other ways to grant that sense of change over time (metroidvanias often do it with new a la carte character abilities), but XP -> Levels is an efficient one.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5793554, member: 2067"] With the mantra in mind that it's always easier to have fewer options than more options, there may be a "classless" option in the core books, though I don't imagine many other modules using it. Still, if you go with the assumption that there is no class, and that you can describe yourself as a "wizard" or whatever, and that "class" is a layer of complexity you can add to your character, well, that's classless, even if it doesn't quite match the a la carte menu of systems like GURPS. Heck, as it is in 4e, you could pretty much take Page 42 and run a classless game on THAT core engine. ;) Further reinforcing my opinion of D&D being functionally a 10-level/1-year game. I kind of disagree with Monte on the magic of levels. His perspective is good for a businessman interested in getting the most people to play D&D, but the [B]game design[/B] reason levels work is because they give a sense of change over time -- that the character you began as is not the same kind of character you'll end up with. There's other ways to grant that sense of change over time (metroidvanias often do it with new a la carte character abilities), but XP -> Levels is an efficient one. [/QUOTE]
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