Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fralex" data-source="post: 6608072" data-attributes="member: 6785902"><p>Re: the whole "A class is more than the sum of its mechanics" thing:</p><p></p><p>Every class has unique mechanics and a unique narrative. Both of them strengthen each other.</p><p>You need to be able to feel how a class's mechanics are tied to its narrative for it to be successful.</p><p>Both are factors in whether something should be its own class or a subclass of a pre-existing class. But there is a third factor: Breadth, or potential for specialization.</p><p></p><p>For example, the druid and cleric have several similarities one could point out as an argument for making druid a cleric subclass. They have the same spellcasting mechanic, and both have a powerful class feature that can be used a small number of times between rests. Both have a spiritual flavor to their magic. You <em>could</em> simply make Wild Shape a Channel Divinity feature and make "Druid Domain" spells be a small selection of all the most iconic spells druids have. Use the domain's narrative to add in the druid's flavor. That would definitely result in something which could be described as "the druid option." But few would be happy with it.</p><p></p><p>The reason, of course, is that demoting the druid class to a small part of another class stifles all the potential it has for interesting variations. The narrative of a druid calls forth many interpretations, and the existing mechanics aren't expansive enough to support them all. You could really only be one kind of druid, even if in your head you have a very specific idea that differs from someone else's idea. And that's no fun!</p><p></p><p>So, a druid is not just a kind of cleric because it has similar mechanics and narrative, but both are still distinct enough that they invite many varying interpretations of the core mechanics and narrative.</p><p></p><p>It is for the same reason I feel the artificer should be made into its own class. Yes, mechanically it has enough in common with many other spellcasters to have the unique parts be covered by a subclass. And in terms of narrative, well, it could be thought of as a kind of wizardry. But the core concept of "guy who builds magical things and relies on them for power" invites many more narrative ideas than can be covered in the space of a subclass's supportive mechanics, and that combined with the uniqueness of the narrative and mechanics causes it to cross the threshold into "full class" territory.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6608072, member: 6785902"] Re: the whole "A class is more than the sum of its mechanics" thing: Every class has unique mechanics and a unique narrative. Both of them strengthen each other. You need to be able to feel how a class's mechanics are tied to its narrative for it to be successful. Both are factors in whether something should be its own class or a subclass of a pre-existing class. But there is a third factor: Breadth, or potential for specialization. For example, the druid and cleric have several similarities one could point out as an argument for making druid a cleric subclass. They have the same spellcasting mechanic, and both have a powerful class feature that can be used a small number of times between rests. Both have a spiritual flavor to their magic. You [I]could[/I] simply make Wild Shape a Channel Divinity feature and make "Druid Domain" spells be a small selection of all the most iconic spells druids have. Use the domain's narrative to add in the druid's flavor. That would definitely result in something which could be described as "the druid option." But few would be happy with it. The reason, of course, is that demoting the druid class to a small part of another class stifles all the potential it has for interesting variations. The narrative of a druid calls forth many interpretations, and the existing mechanics aren't expansive enough to support them all. You could really only be one kind of druid, even if in your head you have a very specific idea that differs from someone else's idea. And that's no fun! So, a druid is not just a kind of cleric because it has similar mechanics and narrative, but both are still distinct enough that they invite many varying interpretations of the core mechanics and narrative. It is for the same reason I feel the artificer should be made into its own class. Yes, mechanically it has enough in common with many other spellcasters to have the unique parts be covered by a subclass. And in terms of narrative, well, it could be thought of as a kind of wizardry. But the core concept of "guy who builds magical things and relies on them for power" invites many more narrative ideas than can be covered in the space of a subclass's supportive mechanics, and that combined with the uniqueness of the narrative and mechanics causes it to cross the threshold into "full class" territory. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
Top