Boarstorm
First Post
A few comments have been made in another thread about what possible purpose could be served by giving classes a rarity rating. So... let's brainstorm and come up with ways that we could make this outwardly seeming strange rule relevant.
1. Rarity as benchmark for complexity.
The first (and gamist) reason for class rarity that I can think of is as a benchmark for how complex the class is, and the level of system mastery required to get the most bang for your buck. The original four classes (Fighter, Rogue, Wizard and Cleric) are iconic enough that most players ought to have an idea right out of the gate about how they should be played, and new players can latch onto the concepts behind them fairly quickly. The more complex the class (and the less user-friendly), the higher the rarity.
2. World-Building.
A rare class is exactly that: rare -- at least, insofar as the default (core?) setting is concerned. (Note: I speak of NPCs here, not PCs who are, by definition, extraordinary.) Let's assume Forgotten Realms just for the sake of argument -- Fighters and Wizards are common adventuring classes. Swordmages are, say, uncommon. But Psions? Oh, those are rare. When shifting to Athas, however, those rarities may be upended completely, with Wizards being uncommon and Psions on every corner.
In this way, a DM can customize his world with a simple list of classes and rarities, and almost instantly give his players an idea of how his particular world works. Wouldn't your imagination be fired if on DM Bob's world, Cleric is listed as Unique?
Any other ideas floating around out there?
1. Rarity as benchmark for complexity.
The first (and gamist) reason for class rarity that I can think of is as a benchmark for how complex the class is, and the level of system mastery required to get the most bang for your buck. The original four classes (Fighter, Rogue, Wizard and Cleric) are iconic enough that most players ought to have an idea right out of the gate about how they should be played, and new players can latch onto the concepts behind them fairly quickly. The more complex the class (and the less user-friendly), the higher the rarity.
2. World-Building.
A rare class is exactly that: rare -- at least, insofar as the default (core?) setting is concerned. (Note: I speak of NPCs here, not PCs who are, by definition, extraordinary.) Let's assume Forgotten Realms just for the sake of argument -- Fighters and Wizards are common adventuring classes. Swordmages are, say, uncommon. But Psions? Oh, those are rare. When shifting to Athas, however, those rarities may be upended completely, with Wizards being uncommon and Psions on every corner.
In this way, a DM can customize his world with a simple list of classes and rarities, and almost instantly give his players an idea of how his particular world works. Wouldn't your imagination be fired if on DM Bob's world, Cleric is listed as Unique?
Any other ideas floating around out there?