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<blockquote data-quote="JamesonCourage" data-source="post: 5740344" data-attributes="member: 6668292"><p>Right. That's what I assumed.</p><p></p><p></p><p>Haha, bad examples for me personally. I didn't like the class or the book <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I do get your point, but those were also entirely new mechanics created to help place concepts. They were not "reskinning" or the like.</p><p></p><p></p><p>Well, from an internal consistency standpoint, it sounds ridiculous to me. It models nothing else in the game mechanically, and nothing else in the game can copy its mechanics (no components, unlimited reactive free actions, unlimited spells, and so on) without disregarding the rules that define the game. I think 3.X was pretty simulationist (and pretty gamist), so the rules were meant to model the setting. Mess with the rules, mess with the setting, and all that entails.</p><p></p><p>And, really, my impression of 4e design doesn't line up with what you're saying (that internal consistency doesn't need to hold true, especially for the PCs). While 4e definitely supports reskinning, it features that on both sides, and it favors giving everything that <em>isn't</em> a PC the possibility of mechanical exceptions, to boot. "Want that door to work a certain way? Beauty of exception-based design! Same for monsters! Not the same for PCs!" </p><p></p><p></p><p>Yes, but player creativity in the sense you're describing it is based on the social contract. It's based on what lines <em>we as a group</em> draw. If you were in a different group, they might accept your barbarian/sorcerer with no problems.</p><p></p><p>Roles, on the other hand, are deeply and purposefully embedded into the classes. No matter what table I sit it, it's expected that my Cleric be a Leader, or my Fighter be a Defender. Yes, certain groups will accept striving against those confines, but the class is literally mechanically stuck in that role.</p><p></p><p>Reskinning classes is nice. It lets you do things with them that are out of the box. It lets you be creative. I think that separating role from classes only lets classes get even more easy to reskin, really. I mean, if I want to play a holy warrior striker, I'm not forced to reskin the Avenger, now I can potentially reskin the Cleric or Paladin, too.</p><p></p><p>Do you see what I'm getting at? Sometimes I'm not great at getting my point across. I hope you at least see what I'm trying to say. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5740344, member: 6668292"] Right. That's what I assumed. Haha, bad examples for me personally. I didn't like the class or the book ;) I do get your point, but those were also entirely new mechanics created to help place concepts. They were not "reskinning" or the like. Well, from an internal consistency standpoint, it sounds ridiculous to me. It models nothing else in the game mechanically, and nothing else in the game can copy its mechanics (no components, unlimited reactive free actions, unlimited spells, and so on) without disregarding the rules that define the game. I think 3.X was pretty simulationist (and pretty gamist), so the rules were meant to model the setting. Mess with the rules, mess with the setting, and all that entails. And, really, my impression of 4e design doesn't line up with what you're saying (that internal consistency doesn't need to hold true, especially for the PCs). While 4e definitely supports reskinning, it features that on both sides, and it favors giving everything that [I]isn't[/I] a PC the possibility of mechanical exceptions, to boot. "Want that door to work a certain way? Beauty of exception-based design! Same for monsters! Not the same for PCs!" Yes, but player creativity in the sense you're describing it is based on the social contract. It's based on what lines [I]we as a group[/I] draw. If you were in a different group, they might accept your barbarian/sorcerer with no problems. Roles, on the other hand, are deeply and purposefully embedded into the classes. No matter what table I sit it, it's expected that my Cleric be a Leader, or my Fighter be a Defender. Yes, certain groups will accept striving against those confines, but the class is literally mechanically stuck in that role. Reskinning classes is nice. It lets you do things with them that are out of the box. It lets you be creative. I think that separating role from classes only lets classes get even more easy to reskin, really. I mean, if I want to play a holy warrior striker, I'm not forced to reskin the Avenger, now I can potentially reskin the Cleric or Paladin, too. Do you see what I'm getting at? Sometimes I'm not great at getting my point across. I hope you at least see what I'm trying to say. As always, play what you like :) [/QUOTE]
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