Psion
Adventurer
[
The capabilities of d20 have been more than a little stretched. But I thought we were talking specifically about D&D here, and all that entails. Certainly there are a wide variety of d20 variants; the better ones IMO recognize that there is a default adventuring model and, where appropriate, reforge there archetype selection to fit it. Midnight stands out to me as a grand example.
I was, you recall, speaking about the central adventure model of D&D, or more generally, the campaign style of the GM (I am not necessarily saying just psuedo medieval dungeon crawls, but to be certain, the XP model itself betrays an expectation of combat, and the class layout is built around the "four pillars"). If the player has an array of options, you can no longer guarantee that the one that clicks with the player is one that is going to be a productive PC for the party. If it's not, then the player has not "made the right choice." His choice could either or both sidetrack the campaign or lead to the player feeling unneeded when his character's capabilities fail to be a good match to any situation at hand.
Obviously, some manner of GM judgement can help guide the player towards a selection that will be functional in the context of the campaign that the GM has planned, but IMO this is so much the easier if the player can acheive what they want within a well known framework addressed at the adventuring model.
You may not have, but I will hold my own position that if you can make a class cover as many closely related cases to it's archetype, that is much better than generating a variety of more disparate solutions for each one.
Obviously, we have different definitions of "hew down the opposition" here. I am alluding to the sorts of capabilities that aren't even options until higher levels, and more commonly associated with powerful figures from legend that march into armies undaunted.
I think how much they get used would be much more telling than how much the books which include them as just one option among many get purchased. Purchasing a book does not equate to use of all its parts.
I'm not making any claims as to how broadly it is accepted, but I don't think you are on any better footing to be making such claims.
As you yourself said "more fruitcart than bandwagon", I'm not so sure our views of the situation differ here.
You recognize, of course, this is only one player with only one core option. Further, you bring up only the player. They player really only need concern themselves with the classes they actually use from game-to-game. When I speak of managing classes, I speak more so of the GM.
I don't know how you are as a GM, but as for me, I find it prudent to regulate every supplemental class (prestige or core) allowed in the game, for game balance reasons, role reasons, applicability to the setting, etc.
You may not, and that is entirely understandable. But there is a principle in software engineering called the 80% principle, which I think applies to game design. To wit, consider what 80% of the people want to do with your product 80% of the time, and make these your central design criteria. Consider the corner cases later.
That said, as already stated, I beleive they could do a better job of covering their bases than they have. But at the same time, I think you should recognize and accept that by chosing to go off the beaten path in expected activities, you buy yourself more overhead in terms of managing the supplemental options and fit them together. Further, even considering your activities are different than the core adventuring model, I do think you would be wiser to limit the player options to those that play to the one you have selected, vice simply allowing any core class that strikes a player's fancy.
I assure you it is not, and I fail to see why you would consider it so.
This is not a non-issue to me at all. As I said posts ago, being funneled into a specific archetype from the beginning is a problem as it cuts of the possibilities for different directions the player may wish to take the character later.
Actually, I find the latter to be a good example of what I am talking about. For one class, it might not be such a big deal. If you add many spellcasting classes and rely on many supplemental spells (using new spells is a much more common occurence in my game than using new classes), you have to evaluate which new spells go with which new classes for each supplement for each new class that you need to portray that may take advantage of. That seems no mean task to me.
Now say your class has a list of bonus feats; every new splatbook with feats that comes out there is the possibility that there are good candidates for inclusion in the new feat list.
You miss the point of my guidelines then. My guidelines are not there because they prevent these problems. Rather, because they minimize the number of times you will have to go through these issues by minimizing the need for the inclusion of further new classes while netting as many concepts as possible by only accepting fairly broad new classes. In other words, it doesn't prevent the management hassles associated with a new class, just the number of times you have to go through it.
Further, splat books are far from the only support that are built of the existing core classes. I also have setting books, city source books, setting design sourcebooks, computer generation tools, NPC sourcebooks, and so forth, which are primarily written with the existing arrangement of character classes in mind. An example off the top of my head: races. The ironborn race, for example, has racial abilities written for the core classes; you chose a class like courtier, you won't fird a corresponding option for you (note that the courtier is a class I do use, so take well my point here that I am not saying these issues are not insurmountable, just that each one that crops up is a little more house ruling you need to do if you want everything to fit as neatly as they do the core class.)
Again, then you fail to consider a lot of the support that is out there. There's more than just splat books.
Well, if you ask a question and wait for an answer before you make assumptions about my resoning, I will be delighted to spell out my meaning for you. But I can fairly speculate on which aspect of my philophy you might be curious about. And surely, since you actually have more children than me, you can appreciate that I don't have all day to dedicate to one exhaustively complete post.
But really, presuming to speak for me (a "strawman", if you will) is rude and does little to advance the debate but does much to inflame emotions.
Joshua Dyal said:]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.
The capabilities of d20 have been more than a little stretched. But I thought we were talking specifically about D&D here, and all that entails. Certainly there are a wide variety of d20 variants; the better ones IMO recognize that there is a default adventuring model and, where appropriate, reforge there archetype selection to fit it. Midnight stands out to me as a grand example.
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 was, you recall, speaking about the central adventure model of D&D, or more generally, the campaign style of the GM (I am not necessarily saying just psuedo medieval dungeon crawls, but to be certain, the XP model itself betrays an expectation of combat, and the class layout is built around the "four pillars"). If the player has an array of options, you can no longer guarantee that the one that clicks with the player is one that is going to be a productive PC for the party. If it's not, then the player has not "made the right choice." His choice could either or both sidetrack the campaign or lead to the player feeling unneeded when his character's capabilities fail to be a good match to any situation at hand.
Obviously, some manner of GM judgement can help guide the player towards a selection that will be functional in the context of the campaign that the GM has planned, but IMO this is so much the easier if the player can acheive what they want within a well known framework addressed at the adventuring model.
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.
You may not have, but I will hold my own position that if you can make a class cover as many closely related cases to it's archetype, that is much better than generating a variety of more disparate solutions for each one.
Actually, he can hew down the opposition like wheat at low level.
Obviously, we have different definitions of "hew down the opposition" here. I am alluding to the sorts of capabilities that aren't even options until higher levels, and more commonly associated with powerful figures from legend that march into armies undaunted.
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 think how much they get used would be much more telling than how much the books which include them as just one option among many get purchased. Purchasing a book does not equate to use of all its parts.
I'm not making any claims as to how broadly it is accepted, but I don't think you are on any better footing to be making such claims.
As you yourself said "more fruitcart than bandwagon", I'm not so sure our views of the situation differ here.
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.
You recognize, of course, this is only one player with only one core option. Further, you bring up only the player. They player really only need concern themselves with the classes they actually use from game-to-game. When I speak of managing classes, I speak more so of the GM.
I don't know how you are as a GM, but as for me, I find it prudent to regulate every supplemental class (prestige or core) allowed in the game, for game balance reasons, role reasons, applicability to the setting, etc.
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.
You may not, and that is entirely understandable. But there is a principle in software engineering called the 80% principle, which I think applies to game design. To wit, consider what 80% of the people want to do with your product 80% of the time, and make these your central design criteria. Consider the corner cases later.
That said, as already stated, I beleive they could do a better job of covering their bases than they have. But at the same time, I think you should recognize and accept that by chosing to go off the beaten path in expected activities, you buy yourself more overhead in terms of managing the supplemental options and fit them together. Further, even considering your activities are different than the core adventuring model, I do think you would be wiser to limit the player options to those that play to the one you have selected, vice simply allowing any core class that strikes a player's fancy.
Your practical solution, if you don't mind my saying so, seems kinda arbitrary.
I assure you it is not, and I fail to see why you would consider it so.
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.
This is not a non-issue to me at all. As I said posts ago, being funneled into a specific archetype from the beginning is a problem as it cuts of the possibilities for different directions the player may wish to take the character later.
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.
Actually, I find the latter to be a good example of what I am talking about. For one class, it might not be such a big deal. If you add many spellcasting classes and rely on many supplemental spells (using new spells is a much more common occurence in my game than using new classes), you have to evaluate which new spells go with which new classes for each supplement for each new class that you need to portray that may take advantage of. That seems no mean task to me.
Now say your class has a list of bonus feats; every new splatbook with feats that comes out there is the possibility that there are good candidates for inclusion in the new feat list.
Not only that, your own examples are arbitrary breakings of your own guidelines, since they have the same "problems".
You miss the point of my guidelines then. My guidelines are not there because they prevent these problems. Rather, because they minimize the number of times you will have to go through these issues by minimizing the need for the inclusion of further new classes while netting as many concepts as possible by only accepting fairly broad new classes. In other words, it doesn't prevent the management hassles associated with a new class, just the number of times you have to go through it.
Further, splat books are far from the only support that are built of the existing core classes. I also have setting books, city source books, setting design sourcebooks, computer generation tools, NPC sourcebooks, and so forth, which are primarily written with the existing arrangement of character classes in mind. An example off the top of my head: races. The ironborn race, for example, has racial abilities written for the core classes; you chose a class like courtier, you won't fird a corresponding option for you (note that the courtier is a class I do use, so take well my point here that I am not saying these issues are not insurmountable, just that each one that crops up is a little more house ruling you need to do if you want everything to fit as neatly as they do the core class.)
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.
Again, then you fail to consider a lot of the support that is out there. There's more than just splat books.
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.
Well, if you ask a question and wait for an answer before you make assumptions about my resoning, I will be delighted to spell out my meaning for you. But I can fairly speculate on which aspect of my philophy you might be curious about. And surely, since you actually have more children than me, you can appreciate that I don't have all day to dedicate to one exhaustively complete post.
But really, presuming to speak for me (a "strawman", if you will) is rude and does little to advance the debate but does much to inflame emotions.
Last edited:
