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So Class Complexity...
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<blockquote data-quote="DEFCON 1" data-source="post: 9408475" data-attributes="member: 7006"><p>I also would not be surprised if they are taking the narrative identity of these classes and their place in the world into account when deciding how complex things are. Sure, mechanics are always a thing... but in terms of what these classes are <em>in the world</em> and what their focuses and identities are... some thematic concepts are easier to grok than others.</p><p></p><p>Yes, Warlocks do not have any mechanics tied to having a patron that wants things from you in exchange for power... but the <em>story</em> of that relationship is there for those players and DMs to navigate within the campaign. And that story and that relationship is more complex as a narrative focus during the game than the Wizard. The Wizard is your typical wizard. He casts spells. There's no "deal with the devil" the character has to work around (not that most players probably do that though anyway.)</p><p></p><p>Likewise... in most worlds of D&D, the polytheistic pantheon of gods is typical for a lot of people's knowledge of mythology and the like, so "getting" that idea of the Cleric that is a priest of any of the gods is probably easier to understand than say the Druid. Because the Druid has this odder relationship with "nature"... but "nature" is not really as defined or focused on in most worlds or games than the gods are.... playing a Druid and its hermetic connection to the world itself might be more difficult for someone to get their head around. Like they are kind of a priest of nature, but they don't follow or worship the God of Nature? How does that work?</p><p></p><p>Rangers are like Aragorn, Barbarians are like Conan, Paladins are like Arthur's Knights etc. etc... all rather comprehensible thematic identities to get your head around. But magic-wielding Bards, or wushu Monks, or Sorcerers (unless someone actually makes the connection to the Jedi) are potentially more difficult to understand in a medieval fantasy context.</p><p></p><p>All in all, I don't think ANY of the 12 classes are really THAT hard to grok once you actually just read the Player's Handbook and the descriptions of what these classes are... but at a very, very, VERY first glance... the chart could give an indication to those completely coming in cold. So when you couple the complexity of actually working the mechanics plus the themes of the class in a faux-medieval fantasy world... the chart doesn't seem that far off.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9408475, member: 7006"] I also would not be surprised if they are taking the narrative identity of these classes and their place in the world into account when deciding how complex things are. Sure, mechanics are always a thing... but in terms of what these classes are [I]in the world[/I] and what their focuses and identities are... some thematic concepts are easier to grok than others. Yes, Warlocks do not have any mechanics tied to having a patron that wants things from you in exchange for power... but the [I]story[/I] of that relationship is there for those players and DMs to navigate within the campaign. And that story and that relationship is more complex as a narrative focus during the game than the Wizard. The Wizard is your typical wizard. He casts spells. There's no "deal with the devil" the character has to work around (not that most players probably do that though anyway.) Likewise... in most worlds of D&D, the polytheistic pantheon of gods is typical for a lot of people's knowledge of mythology and the like, so "getting" that idea of the Cleric that is a priest of any of the gods is probably easier to understand than say the Druid. Because the Druid has this odder relationship with "nature"... but "nature" is not really as defined or focused on in most worlds or games than the gods are.... playing a Druid and its hermetic connection to the world itself might be more difficult for someone to get their head around. Like they are kind of a priest of nature, but they don't follow or worship the God of Nature? How does that work? Rangers are like Aragorn, Barbarians are like Conan, Paladins are like Arthur's Knights etc. etc... all rather comprehensible thematic identities to get your head around. But magic-wielding Bards, or wushu Monks, or Sorcerers (unless someone actually makes the connection to the Jedi) are potentially more difficult to understand in a medieval fantasy context. All in all, I don't think ANY of the 12 classes are really THAT hard to grok once you actually just read the Player's Handbook and the descriptions of what these classes are... but at a very, very, VERY first glance... the chart could give an indication to those completely coming in cold. So when you couple the complexity of actually working the mechanics plus the themes of the class in a faux-medieval fantasy world... the chart doesn't seem that far off. [/QUOTE]
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