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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[+] More Robust 'Fantasy Race' Mechanics for D&D-alikes / Redeeming 'Race as Class' for Modern D&D [+]
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<blockquote data-quote="fuindordm" data-source="post: 9803858" data-attributes="member: 5435"><p>In a class-based RPG, you can't fully separate the available classes from the world-building. There simply aren't enough archetypes that are truly generic--any magic-using class immediately adds enormous specificity if only through its spell list. And I believe this is why we have an overabundance of spellcasters. It is much easier to design a magical class that feels unique and special than a mundane class. </p><p></p><p>So the question becomes: how much work do I want to put in to represent different adventuring traditions? There is nothing wrong with giving each species a full set of 10 adventuring classes distinct from the human ones. Nor is there anything wrong with a player saying "I'm a human orphan raised by elves, so I am taking the elven shadowdanceweaver class". If I were to undertake this exercise, I would try to design only classes and subclasses or variants that I thought the players were likely to use.</p><p></p><p>But if adventuring classes are essentially cultural, where does this leave the species? Back to being a small package of special abilities that must be taken together? We are back to square one, this solution is also unsatisfying for players who want to become a a paragon of dwarfhood. So I circle back to the idea of spending levels or feats to enhance the biological features of the race. My dwarf Olaf Steelbeard has spent all his feats on innate fire resistance and bludgeoning damage resistance, something no other species can do, and this choice is completely decoupled from his profession which is Bard (college of dance). His sister Olga belongs to the priesthood of Moradin, and has similar abilities but they come as a blessing from Moradin and not a personal choice to train her innate dwarven abilities. </p><p></p><p>That seems OK to me.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9803858, member: 5435"] In a class-based RPG, you can't fully separate the available classes from the world-building. There simply aren't enough archetypes that are truly generic--any magic-using class immediately adds enormous specificity if only through its spell list. And I believe this is why we have an overabundance of spellcasters. It is much easier to design a magical class that feels unique and special than a mundane class. So the question becomes: how much work do I want to put in to represent different adventuring traditions? There is nothing wrong with giving each species a full set of 10 adventuring classes distinct from the human ones. Nor is there anything wrong with a player saying "I'm a human orphan raised by elves, so I am taking the elven shadowdanceweaver class". If I were to undertake this exercise, I would try to design only classes and subclasses or variants that I thought the players were likely to use. But if adventuring classes are essentially cultural, where does this leave the species? Back to being a small package of special abilities that must be taken together? We are back to square one, this solution is also unsatisfying for players who want to become a a paragon of dwarfhood. So I circle back to the idea of spending levels or feats to enhance the biological features of the race. My dwarf Olaf Steelbeard has spent all his feats on innate fire resistance and bludgeoning damage resistance, something no other species can do, and this choice is completely decoupled from his profession which is Bard (college of dance). His sister Olga belongs to the priesthood of Moradin, and has similar abilities but they come as a blessing from Moradin and not a personal choice to train her innate dwarven abilities. That seems OK to me. [/QUOTE]
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[+] More Robust 'Fantasy Race' Mechanics for D&D-alikes / Redeeming 'Race as Class' for Modern D&D [+]
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