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General Tabletop Discussion
*Dungeons & Dragons
So Where my Witches at?
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<blockquote data-quote="Kurotowa" data-source="post: 8174132" data-attributes="member: 27957"><p>Let's talk about class versus title.</p><p></p><p>So on the one hand, I've bounced around the idea of a setting element where adventurer society is organized enough to have its own jargon, which includes tagging adventurers with class titles based on their demonstrated skill set. Something akin to military designations, but more informal. It's faster and easier to organize temporary parties when you can summarize someone's skillset concisely.</p><p></p><p>But the thing is, <em>they can't see character sheets</em>. So that Dex Fighter with the Criminal background? Yeah, he's going to get tagged as a "Rogue". The Warlock trying to pass herself off as a "Sorcerer"? She can probably pull it off, as long as she sticks to the boonies and avoids people with a high enough Arcana to tell the difference. Someone with a rare and unusual subclass? No one knows what that is, they're just going to get lumped into the closest general category based on observable traits.</p><p></p><p>So what makes a witch? You can have a lot of varieties of "witch" based on existing PC classes, from Warlocks who sign pacts with devils or dance in fairy rings, to Wizards who fill their spellbook with curses and enchantments and transformations, to Druids proficient in Alchemy who brew potions out in the woods. Any of them could style themselves a "witch" and the shoe would fit. You don't have to have the Witch class to be one, just like a swordmaster doesn't have to be a Fighter.</p><p></p><p>Now, is there a specific <em>mechanical</em> class archetype you're interested in playing that you feel isn't supported yet? That's another question entirely, one that gets into both creative use and reskinning of existing material and discussions of what's appropriate for the 5e environment. But that isn't a requirement for playing a witch PC.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 8174132, member: 27957"] Let's talk about class versus title. So on the one hand, I've bounced around the idea of a setting element where adventurer society is organized enough to have its own jargon, which includes tagging adventurers with class titles based on their demonstrated skill set. Something akin to military designations, but more informal. It's faster and easier to organize temporary parties when you can summarize someone's skillset concisely. But the thing is, [I]they can't see character sheets[/I]. So that Dex Fighter with the Criminal background? Yeah, he's going to get tagged as a "Rogue". The Warlock trying to pass herself off as a "Sorcerer"? She can probably pull it off, as long as she sticks to the boonies and avoids people with a high enough Arcana to tell the difference. Someone with a rare and unusual subclass? No one knows what that is, they're just going to get lumped into the closest general category based on observable traits. So what makes a witch? You can have a lot of varieties of "witch" based on existing PC classes, from Warlocks who sign pacts with devils or dance in fairy rings, to Wizards who fill their spellbook with curses and enchantments and transformations, to Druids proficient in Alchemy who brew potions out in the woods. Any of them could style themselves a "witch" and the shoe would fit. You don't have to have the Witch class to be one, just like a swordmaster doesn't have to be a Fighter. Now, is there a specific [I]mechanical[/I] class archetype you're interested in playing that you feel isn't supported yet? That's another question entirely, one that gets into both creative use and reskinning of existing material and discussions of what's appropriate for the 5e environment. But that isn't a requirement for playing a witch PC. [/QUOTE]
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