CroBob
First Post
They're defined mechanically, but not by unique mechanics. A fighter takes attack actions, rolls an attack roll, and does damage. So does a ranger or a rogue. The fighter might be able to take those actions more often or more easily or with a higher chance of success, but the basic mechanics for resolving them are a property of the system, not the character.
I'd say this is splitting hairs. I mean, the rogue gets Backstab, and I'd call that a mechanics. Yes, of course all classes use the same base mechanics, since they all exist in the same game and have to interact mechanically and predictably. That's granted. To presume that the specific features that each class gets are not mechanics, though, seems silly to me. They get specific mechanics in a combination which other classes do not, such that they're a specific class. For example, I'd say the mechanic for getting hit points, at least in more traditional editions, is different depending on the type of die they use. Yes, they all roll and add the number, but a different sized variable is a different mechanic. It's a different equation, at the very least.
We should define mechanic, I think, but I'm simply too tired to do it right now. I've been working all day.
A class simply gives characters advantages when attempting actions that fit within a theme. Yes, and the reason or method of acquiring that modifier is different from one class to another, or at least from one class type to another.
Again, I think we have a problem of definition. I consider anything which has an effect on the math of the system a mechanic of the game. Oh, I guess I wasn't too tired, though that's not necessarily the definition I'll rest on.Probably the best answer is that it reduces the amount of system mastery and technical expertise necessary to build a character, making the game easier to learn for beginners and faster to play for non-beginners. That is, you can take a level of barbarian and read the benefits it grants, rather than searching out the specific mechanics that make you tough, give you survival skills, or allow you to rage.
Sure, but I can't claim it's important. In any game there will be archetypes you can build. Whether it's through classes or simply optimal skill purchases or whatever, there will be certain roles available to fill. However the game handles it, I can't claim I care.Certainly, the value of the class-based approach is debatable.
I'm actually designing a game without classes, but I could easily translate a class into it's mechanics, or even include character outlines which provide certain class-like roles. I figure simply explaining what each skill does pretty well should be good enough, but I'm still way behind on actually formalizing a written set of rules.
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