Psion said:
Unfotunately, it's not as simple as you make it out to be. You make an erroneous assertion that there is a single design criteria the game is built around. There are several, and finding the right combination of characteristics is a tradeoff.
Actually, no, I don't make that assertion. I say that it is indeed a core design criteria of d20, hence the reason it's class-based. I don't know why that means anything at all about other design criteria around which the game is also based.
Psion said:
The game is designed with a certain activity in mind. This is a weakness and a strength. The archetypes are written to the central activity that the game is conceived with. This means that the support for those activities is good, and facilitates those sorts of games when GMs design with those in mind. You get out on the periphery, the support is less good.
Not so much anymore. When 3e was initially published, and for a while prior to that before third party (and even WotC for that matter) felt comfortable stretching the capabilities of d20 a bit, that was true, but it's not anymore.
Psion said:
I beleive a good archetype based game should chose its archetypes to fit the default activity carefully, and make those options as flexible as possible while addressing that activity. Inundating the players with divergant options and hope they make the right choice seems a suboptimal option to me by way of comparison.
I'm not sure what you mean by "the right choice." The right choice is what the player wants. The more options he has, the more likely he is to find one that clicks with him. I do agree that more flexible and open structure classes are certainly desirable, and that does (to a certain extent) reduce the need for more base classes. But I never presented the two options as mutually exclusive.
Psion said:
They are conflated; you're ducking the issue;.
Only because you are trying to force them to be so. They are actually two completely different issues, and I'm not ducking it at all, I'm just ignoring the issue that is irrelevent to my point.
Psion said:
The premise of our current dispute was the suitability of prestige classes in defining concepts versus the slathering on of new, only mildly different core classes. Your complaint was, you don't get to step right into the concept you want. Okay, the same goes for a straight fighter. He wants to be able to play (say) a sturdy swordsman who can hew down the opposition like wheat. Nice concept, but it's not going to happen at first level.
Actually, he can hew down the opposition like wheat at low level. Assuming the opposition is similarly endowed with ability. I've seen 1st and 2nd level fighters and barbarians and other fighterish classes mow down kobolds or goblins easily, and I'm sure you have to. That's because, from the get-go, those classes are oriented towards combat, especially melee combat. He's not getting abilities like minor spells, or bonus to his hide check, or diplomacy, or anything like that that isn't part of his character concept, he's right away focused on a concept. Sure, he'll continue to grow that concept as he progresses in level, but you're assertion that he's not already doing that concept from the very beginning is in error, I believe.
Psion said:
Now lets take the assassin example. He wants to hide in the shadows and kill with a single well placed blow. Nice concept too, but again, probably not one for first level. It is my contention that a fairly design first (character) level assassin would and should look like a first level rogue anyways.
Well, I agree, actually. In fact, it's a problem with the rogue that the class really ought to have been called assassin or something like that from the beginning. That's the concept that it's actually best at, in most respects, at the expense of flexibility in other areas.
Psion said:
If it's a liberty I am guilty of taking, it is one that you are guilty of taking too, as in your earlier assertion that the glut of classes approach is generally accepted.
Perhaps. At least, though, I have the recent strategy of WotC themselves of publishing a half dozen or so new base classes in many of their recent supplements to back me up. I'm not completely taking that liberty without some backup.
Psion said:
You are addressing two different issues here. I agree with you on the problem but not the solution. I was only addressing what you are saying is a problem with lack of classes; I am saying I agree on the problem (namely, ther ranger is not a good fit for a wide variety of player concepts for wilderness oriented characters.) Creating a vareity of wilderness oriented classes seems a sloppy solution to me. You have to manage a wider variety of classes and buy a wider variety of books/house rule docs/whatever. I would rather have the classes themselves include a wider degree of player choice.
Oh, I would too. Hence my recommendation upthread of
Midnight with the Wildlander who is exactly that same concept. Or
Monte Cook's Arcana Unearthed with the totem warrior, although that's also a narrow concept that's been given flexibility to have a variety of very different builds, which is different. I don't see how having Ken Hood's Bushhunter, or
Wheel of Time's Woodsman, or
Path of the Sword's Hunter or Outdoorsman, or any of the others I have, added to that is suddenly a problem though. Because it's harder to keep track of more books that way, you say? That's not really much of an issue. Heck, my current Eberron character is using the Ranger and the Barbarian class sections printed off the SRD (because I never bought the 3.5 pHB) and the shifter stats photocopied from my copy of the ECS. In that case, I'd need two books; it turns out that I don't really need to keep track of any; just half a dozen sheets of paper.
Psion said:
Again, the ranger class is not the only one guilty of this. The cleric was, in fact, the first 3e class to raise my ire in this way, since it does not do a good job of representing clergy who aren't trained in heavy armor.
Quite right. It's a problem with D&D across the board. All the classes are too focused on being D&D-isms, at the expense of the way other folk may want to play, i.e., not dungeoncrawling in a strange pseudo-medieval world with classes and magic that make little sense with pseudo-medievalism. That's part of the reason I want more core classes; I don't really like the D&D default assumption of what kind of game I'm going to be playing, or what kind of setting I'm going to be running.
Psion said:
My ideal solution would be that the core classes take a step or two towards GRIM TALES' d20 modern inspired model. Not the stat based classes per se; rather, the aspect of customizing characters. Going all the way to Grim Tales' solution would probably be too much; I wouldn't want to invite the level of low level selection that GURPS or HERO have. I find that having ability selection in the context of archetypes assists in balance and makes it easier on the player. But a bit more customization is good.
I agree and have also stated as much. In fact, the inclusion (or not) of this feature may very well decide for me if I buy the 4e books whenever they come out.
Psion said:
My practical solution: obviously, WotC and third party publishers have a lot of support for existing classes and the playstyle that they are designed to. Deviating too far from that model would be abandoning a lot of good support. So what do I actually do? I use the existing core classes. I only allow new core classes or variants that strongly resemble existing classes if they are a more general version of the existing classes. I am resistant to inclusion of more narrowly defined core classes, as they only replicate the problem.
Examples of rules/variants I do use related to this principle:
Ranger - The "non-combat" combat styles and non-spell using variants in Wildscape
Priest - The priest class from AEG's Good
Monk - The more general martial artist class from beyond monks.
Rogue - The version if UA that allows bonus feats in the place of sneak attack.
Your practical solution, if you don't mind my saying so, seems kinda arbitrary. First of all, what support do you need? What support do you get? Looking at my 3e and 3.5 class splat books, it seems you get feats that are "geared" towards a certain archetype, i.e., character class, and would therefore work just fine for any alt. versions of the same archetype, so that's a non-issue. You get prestige classes that narrow in on a tighter archetype, but anyone in a similar archetype is likely to qualify for the same class just as easily, so it's also a non-issue. Besides the whole point of the thread was to state a preference for base in lieu of prestige classes anyway. You get new uses for skills, which apply to anyone regardless of class. You get equipment that anyone can use. You get spells, and this is the only one that actually has some merit, although just about any d20 spellcasting class can utilize any d20 spell if the DM says so, so it's not much of one. Not only that, your own examples are arbitrary breakings of your own guidelines, since they have the same "problems".
In other words, you keep stating that it's a problem that there are too many base classes, but you've never stated why, other than essentially, just because. You've mentioned keeping track of a lot of books, but that's a pretty weak excuse, and you've mentioned lack of support for alternate classes, but not only is support not needed, but pretty much all the support I've seen would work just as well for more narrow visions of the archetype as for the generic one, so that's not even a real issue as near as I can tell. Other than that; if there's more than you just don't want more core classes for reasons of taste, I haven't heard much. If it's true that you don't want more base classes just because you don't like 'em, that's absolutely fine, but say so and don't try to pretend there's some universal problem or solution out there that isn't so. Or if I'm missing some really compelling reason to limit base classes that I haven't yet heard, please tell me so. I'd love to hear it.