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The Fighter Problem
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<blockquote data-quote="Quickleaf" data-source="post: 7102845" data-attributes="member: 20323"><p>Mhmm. There's a school of thought being promulgated in the discussion by [MENTION=6802951]Cap'n Kobold[/MENTION] and *I think* [MENTION=1560]Corwin[/MENTION], probably others as well, that a subclass is really <em>entirely</em> (or vastly predominantly) a <em>mechanistic</em> thing. They use subclass as a build tool, nothing more, and furthermore want the game designed to support that kind of approach. I would describe the Fighter subclasses as being born from that school of thought.</p><p></p><p>My thinking is more similar to yours, that a subclass (or any game element) should be a balanced combo of narrative and mechanics, but that the origin point, the conception of that subclass (or game element) needs to be narrative first – speaking of D&D here (not, for example, GURPS) – and then the mechanics are born out of that narrative second. Btw [MENTION=1560]Corwin[/MENTION] that's what I mean when I say "story first."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7102845, member: 20323"] Mhmm. There's a school of thought being promulgated in the discussion by [MENTION=6802951]Cap'n Kobold[/MENTION] and *I think* [MENTION=1560]Corwin[/MENTION], probably others as well, that a subclass is really [I]entirely[/I] (or vastly predominantly) a [I]mechanistic[/I] thing. They use subclass as a build tool, nothing more, and furthermore want the game designed to support that kind of approach. I would describe the Fighter subclasses as being born from that school of thought. My thinking is more similar to yours, that a subclass (or any game element) should be a balanced combo of narrative and mechanics, but that the origin point, the conception of that subclass (or game element) needs to be narrative first – speaking of D&D here (not, for example, GURPS) – and then the mechanics are born out of that narrative second. Btw [MENTION=1560]Corwin[/MENTION] that's what I mean when I say "story first." [/QUOTE]
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