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<blockquote data-quote="Charlaquin" data-source="post: 8146836" data-attributes="member: 6779196"><p>Yeah, there’s no denying that class based systems seem to have broader appeal. There is something deeply psychologically satisfying about self-identification with archetypes; it’s the same reason inane personality quizzes like “which Naruto character are you,” the MBTI test, and astrology are so popular.</p><p></p><p>But, people do tend to get bored with only a small selection of broad archetypes. Just as there is a tendency to want to identify one’s self with an archetype, there is an equally powerful tendency to want to express one’s self individually <em>within</em> that archetype. People don’t stay satisfied with <em>just</em> being “a Sakura” or “an INTJ” or “a Saggitarius”. They want to be a Sakura, but with some Hinata tendencies, or a borderline INTJ/INFJ, or a Saggitarius with Ares Rising or whatever. And a pure class-based system doesn’t really allow for that. You end up needing to come up with more and more classes representing more and more specific concepts, until you end up with a bloated game and end up having to nuke it with a new edition.</p><p></p><p>Now, a class/subclass split helps alleviate this problem. You can have classes representing broad archetypes and subclasses representing more specific expressions of those archetypes. But it will <em>eventually</em> lead to the same problem, as we see here. This is why I have long been an advocate of a multi-tiered system of granularity. Pick a class that represents a broad archetype and defines the fundamental structure of your abilities and advancement. Pick a subclass that further refines that archetype and gives you some specific abilities to choose from. Then build your own specific expression of the concept your subclass represents with your individual choices of abilities.</p><p></p><p>The suggestions for using different Battlemaster maneuvers to create different themes of fighters is a decent example of what I’m talking about here. I just wish that they applied this concept more broadly across more levels, to allow more flexibility.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8146836, member: 6779196"] Yeah, there’s no denying that class based systems seem to have broader appeal. There is something deeply psychologically satisfying about self-identification with archetypes; it’s the same reason inane personality quizzes like “which Naruto character are you,” the MBTI test, and astrology are so popular. But, people do tend to get bored with only a small selection of broad archetypes. Just as there is a tendency to want to identify one’s self with an archetype, there is an equally powerful tendency to want to express one’s self individually [I]within[/I] that archetype. People don’t stay satisfied with [I]just[/I] being “a Sakura” or “an INTJ” or “a Saggitarius”. They want to be a Sakura, but with some Hinata tendencies, or a borderline INTJ/INFJ, or a Saggitarius with Ares Rising or whatever. And a pure class-based system doesn’t really allow for that. You end up needing to come up with more and more classes representing more and more specific concepts, until you end up with a bloated game and end up having to nuke it with a new edition. Now, a class/subclass split helps alleviate this problem. You can have classes representing broad archetypes and subclasses representing more specific expressions of those archetypes. But it will [I]eventually[/I] lead to the same problem, as we see here. This is why I have long been an advocate of a multi-tiered system of granularity. Pick a class that represents a broad archetype and defines the fundamental structure of your abilities and advancement. Pick a subclass that further refines that archetype and gives you some specific abilities to choose from. Then build your own specific expression of the concept your subclass represents with your individual choices of abilities. The suggestions for using different Battlemaster maneuvers to create different themes of fighters is a decent example of what I’m talking about here. I just wish that they applied this concept more broadly across more levels, to allow more flexibility. [/QUOTE]
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