Desdichado
Legend
Character evolution isn't the be all end all of playing, especially if you're used to games that last (at most) a number of months rather than a number of years. In that case, rather than "evolve" into your character concept you want to play them right away.Psion said:Bug, not feature. If you decide that you want to style your character an assassin (or more pertinently, some new kit that was published later that seems a good fit for your concept) after first level with kits, you were out of luck. You were shackled with your choice at first level for the life of the character. The whole concept is anthithetical to character evolution, and using new kits required you to play new characters.
I'm not sure where character evolution became a desireable feature. It's just a feature; for some it's great, for others it's not.
That's true, and that's also why I said I knew I was exaggerating. Clearly, a concept is more than the mechanics, and there are core class options that approximate. Let's take another example, since you didn't like my assassin one. A faceman/diplomat/negotiator type. You could do that with Rogue; certainly it's got the right skill set to choose from and the right number of skill points to really max out Diplomacy, Intimidate, Sense Motive, Bluff and all the other skills associated with that lifestyle. But you've also got all these strange evasion abilities, not to mention Sneak Attack, which, while an excellent class ability, probably have nothing to do with the character concept. "So play a bard," you might say. What? Instead of a pseudo-assassin, you're recommendation is that I play a musician with an inate knowledge of history and mythology who can cast spells? How is that any closer to my concept?Psion said:I don't buy it. A rogue gets sneak attack and stealth skills, arguably a rogue already has the basic skill set of an assassin; the prestige class just a better refinement of the path you might have already been going down assuming you were allocating your feats and skill points in a way to make you better at that task.
The point is, the core classes represent only a very narrow selection of possible archetypes, and even then, a narrower interpretation of each of the archetypes. Since the whole point of playing a class-based system is to utilize archetypes, the fact that there are only a dozen or so base classes seems more like a bug than a feature. It directly hinders one of the whole points of one of the main design conceits of the game.
Luckily, with the newer books, there are a lot of new core classes available. Of course, within 3rd party books, we've had that all along, too.
If the puctuated delivery of cool abilities delivers the wrong abilities, then that's what my problem is. You're mixing up my complaint about classes with a complaint that I didn't make about levels.Psion said:It seems to me if you have issues with interesting character capabilities being withheld, you are playing the wrong game. The level advancement mechanic is all about punctuated delivery of cool abilities.
Methinks you're projecting your opinion out onto the masses.Psion said:Having lived through the era of "a new core class every dragon issue", methinks you quickly forget the bane of too many classes.
So what's your solution? Scrap the ranger? Revise him to a more generic woodsman? You say that this is why you don't like the idea of too many narrowly defined core classes that are similar, but what is the reason? You never state it. The fact that the ranger wasn't designed to deliver what gamers were obviously expecting from the archetype? I don't see how that could bring you to the conclusion that we need less core classes. More stabs at the woodsman archetype via core classes would, on the other hand, solve the problem right nicely, as everybody who wanted to play one would have an easier time finding a class that fit his vision of the woodsman archetype.Psion said:That's merely a case of the designer failing to interperet a given archetype in an appealing manner. I do think, however, the ranger was a symptom of what is wrong with over specialized core classes -- it only satisfied a very narrow concept. It is possible to write core classes to cover variations of the concept. In fact, this is why I don't like the idea of too many narrowly defined core classes that are too similar to existing classes... or for that matter, prestige classes that could be built with existing classes.
