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Mixing class abilities in a class based system: Does this defeat the purpose?
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<blockquote data-quote="Li Shenron" data-source="post: 6300645" data-attributes="member: 1465"><p>My thoughts in a nutshell:</p><p></p><p>- archetypes are an excellent gaming aid, both as a starting point for character creation and for fantasy world building</p><p></p><p>- a <em>player </em>can use archetypes for example:</p><p>(a) because she's a beginner and wants to start with an iconic character</p><p>(b) as a starting point for more complex character design (either at the beginning of the game, or later on)</p><p>(c) as a refreshing start after playing another type of character</p><p>(d) to test out the features and feel of a new edition</p><p></p><p>- a <em>DM</em> can leverage on archetypes for world building, for example by making them corresponding to precise roles in society or even factions, creating organizations etc.</p><p></p><p>- D&D has traditionally used <em>classes</em> to represent archetypes, but other elements of the game served a similar purpose (e.g. <em>alignment</em>), and 5e is introducing even more options for framing archetypes, most notably <em>backgrounds</em> and <em>subclasses </em>but in a sense also some of the new large <em>feats</em> can do so</p><p></p><p>- niche protection is just a design paradigm to ensure that archetypes are strong enough on its own, and as such it's a good thing</p><p></p><p>- the downside of archetypes is that <em>if they are enforced hard by the rules</em>, advanced players will feel restricted in either their narrative or tactical character design choices</p><p></p><p>- a smart RPG game finds a nice compromise in providing archetypes as first-degree choice (i.e. presented up-front as the fastest, easiest, more natural or "default" choice), and tools to go beyond the limits as second-degree choice (i.e. presented as optional rules or at least in later chapters so that they feel like an advanced option): this is IMHO the best approach possible</p><p></p><p>- such best approach must be however supported more or less equally for all archetypes, otherwise it will feel unfair: e.g. if the Wizard can take Fighter features but the opposite is not true (as in core 3e), then the overall idea IMHO fails</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6300645, member: 1465"] My thoughts in a nutshell: - archetypes are an excellent gaming aid, both as a starting point for character creation and for fantasy world building - a [I]player [/I]can use archetypes for example: (a) because she's a beginner and wants to start with an iconic character (b) as a starting point for more complex character design (either at the beginning of the game, or later on) (c) as a refreshing start after playing another type of character (d) to test out the features and feel of a new edition - a [I]DM[/I] can leverage on archetypes for world building, for example by making them corresponding to precise roles in society or even factions, creating organizations etc. - D&D has traditionally used [I]classes[/I] to represent archetypes, but other elements of the game served a similar purpose (e.g. [I]alignment[/I]), and 5e is introducing even more options for framing archetypes, most notably [I]backgrounds[/I] and [I]subclasses [/I]but in a sense also some of the new large [I]feats[/I] can do so - niche protection is just a design paradigm to ensure that archetypes are strong enough on its own, and as such it's a good thing - the downside of archetypes is that [I]if they are enforced hard by the rules[/I], advanced players will feel restricted in either their narrative or tactical character design choices - a smart RPG game finds a nice compromise in providing archetypes as first-degree choice (i.e. presented up-front as the fastest, easiest, more natural or "default" choice), and tools to go beyond the limits as second-degree choice (i.e. presented as optional rules or at least in later chapters so that they feel like an advanced option): this is IMHO the best approach possible - such best approach must be however supported more or less equally for all archetypes, otherwise it will feel unfair: e.g. if the Wizard can take Fighter features but the opposite is not true (as in core 3e), then the overall idea IMHO fails [/QUOTE]
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Mixing class abilities in a class based system: Does this defeat the purpose?
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