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General Tabletop Discussion
*Dungeons & Dragons
Making the classes more generic
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<blockquote data-quote="Helldritch" data-source="post: 8049502" data-attributes="member: 6855114"><p>A class system such as D&D does not prevent Role Play. Build 10 identical fighters, up to the choice of mechanical background and guess what? All 10 fighters will be played differently. That is what Role Playing is all about. Quirks, personality, goals and motivations are all in the hands of the players. These are what will diffentiate one fighter from another. The class system is there to give common ground for everyone. You can take your fighter at any table playing D&D and it will work. With a classless system, it is easy to go the way of total customization by adding zounds of personal rules which might not work at some table or that would simply be not accepted. With the classed system, you at least get the notion of what is expected of your character and it is easy to retrofit your character to the standard.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8049502, member: 6855114"] A class system such as D&D does not prevent Role Play. Build 10 identical fighters, up to the choice of mechanical background and guess what? All 10 fighters will be played differently. That is what Role Playing is all about. Quirks, personality, goals and motivations are all in the hands of the players. These are what will diffentiate one fighter from another. The class system is there to give common ground for everyone. You can take your fighter at any table playing D&D and it will work. With a classless system, it is easy to go the way of total customization by adding zounds of personal rules which might not work at some table or that would simply be not accepted. With the classed system, you at least get the notion of what is expected of your character and it is easy to retrofit your character to the standard. [/QUOTE]
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Community
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Making the classes more generic
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