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The Fighter Problem
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7103013" data-attributes="member: 6802951"><p>I'd describe all subclasses as that approach. At the end of the day, a subclass is a list of mechanical abilities that a character gets. A player may or may not choose that their character narrative aligns with the name of the subclass, or the flavour text, but they do use those rules.</p><p></p><p>Sometimes the best way to understand the narrative concept of a subclass is to actually look at those rules, rather than the name of the subclass, or the flavour text associated with it.</p><p></p><p> Either or both are good as far as I'm concerned. However I would regard the actual origin point of a subclass as the point at which you decide the current mechanics do not support the narrative enough.</p><p></p><p> If the narrative is best supported by the current mechanics, it doesn't/shouldn't get made into a subclass.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7103013, member: 6802951"] I'd describe all subclasses as that approach. At the end of the day, a subclass is a list of mechanical abilities that a character gets. A player may or may not choose that their character narrative aligns with the name of the subclass, or the flavour text, but they do use those rules. Sometimes the best way to understand the narrative concept of a subclass is to actually look at those rules, rather than the name of the subclass, or the flavour text associated with it. Either or both are good as far as I'm concerned. However I would regard the actual origin point of a subclass as the point at which you decide the current mechanics do not support the narrative enough. If the narrative is best supported by the current mechanics, it doesn't/shouldn't get made into a subclass. [/QUOTE]
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