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<blockquote data-quote="DEFCON 1" data-source="post: 6523547" data-attributes="member: 7006"><p>The "generic" classes are the Core Four. And that was purposeful. By taking a specific Background plus one of the Core Four classes, you could create the essence of the other classes in the game from a story perspective (without the specific mechanics.)</p><p></p><p>Champion Fighter + Outlander = barbarian</p><p>Enchanter Wizard or Arcane Trickster Rogue + Entertainer = bard </p><p>Nature Domain Cleric + Outlander = druid</p><p>War Domain Cleric (with or without Fighter multiclass) + Noble (Knight) = paladin</p><p>Archery Fighter (with or without Rogue multiclass) + Outlander = ranger</p><p></p><p>So on and so forth. This was done because of the large number of players who never saw any of the other classes as anything but the Core Four with just specific story attached. Paladins were just Fighter/Clerics that has specific roleplaying attached (oaths and whatnot).</p><p></p><p>But in order to make the second tier of classes *more* than just Core Four with attached Backgrounds... they needed to have a different story. They couldn't be "generic" because a generic paladin would indeed just *be* a Fighter/Cleric with some additional game mechanics. And the designers came to the conclusion that just adding different game mechanics to a class did not warrant making it a new class. A Wizard with a different casting mechanic did not warrant calling it a Sorcerer (a la 3E). If they were going to have a Sorcerer, it had to have something substantially different <em>in the world of the game</em>-- in the story of the world-- because within the game world, the mechanics don't actually exist. A Wizard with metamagic is still just a Wizard in the game world. But to have a Sorcerer... the story of them in the world has to be distinguishable. Otherwise, there's no point for them to exist.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6523547, member: 7006"] The "generic" classes are the Core Four. And that was purposeful. By taking a specific Background plus one of the Core Four classes, you could create the essence of the other classes in the game from a story perspective (without the specific mechanics.) Champion Fighter + Outlander = barbarian Enchanter Wizard or Arcane Trickster Rogue + Entertainer = bard Nature Domain Cleric + Outlander = druid War Domain Cleric (with or without Fighter multiclass) + Noble (Knight) = paladin Archery Fighter (with or without Rogue multiclass) + Outlander = ranger So on and so forth. This was done because of the large number of players who never saw any of the other classes as anything but the Core Four with just specific story attached. Paladins were just Fighter/Clerics that has specific roleplaying attached (oaths and whatnot). But in order to make the second tier of classes *more* than just Core Four with attached Backgrounds... they needed to have a different story. They couldn't be "generic" because a generic paladin would indeed just *be* a Fighter/Cleric with some additional game mechanics. And the designers came to the conclusion that just adding different game mechanics to a class did not warrant making it a new class. A Wizard with a different casting mechanic did not warrant calling it a Sorcerer (a la 3E). If they were going to have a Sorcerer, it had to have something substantially different [i]in the world of the game[/i]-- in the story of the world-- because within the game world, the mechanics don't actually exist. A Wizard with metamagic is still just a Wizard in the game world. But to have a Sorcerer... the story of them in the world has to be distinguishable. Otherwise, there's no point for them to exist. [/QUOTE]
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