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General Tabletop Discussion
*Pathfinder & Starfinder
The Utility of Class Rarity
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<blockquote data-quote="Alzrius" data-source="post: 5853083" data-attributes="member: 8461"><p>Assuming that class ratings are used seriously, then my default assumption is the second one you listed above. That is, rarity as a world-building model.</p><p></p><p>That reminds me vaguely of the 3E guidelines for building communities of various sizes, where there were percentages for what classes were present in the community, and their level limits. Now, that wasn't exactly a perfect guideline, but it had the same general idea.</p><p></p><p>Personally, while I can already hear a lot of gamers hating this idea as encroaching on their own personal methods of world-building, I like it. I like the idea of rarity ratings helping to control things like the ubiquity of magic (and, by extension, magic shops). Insofar as they can be easily tweaked, this can serve as something like a series of generally helpful tables to let PCs know how easy or hard it is to find certain classes, to help judge how much military strength a village has, etc.</p><p></p><p>Guidelines, without delving too deep into detail, tend to help world-building rather than inhibit it (IMO).</p></blockquote><p></p>
[QUOTE="Alzrius, post: 5853083, member: 8461"] Assuming that class ratings are used seriously, then my default assumption is the second one you listed above. That is, rarity as a world-building model. That reminds me vaguely of the 3E guidelines for building communities of various sizes, where there were percentages for what classes were present in the community, and their level limits. Now, that wasn't exactly a perfect guideline, but it had the same general idea. Personally, while I can already hear a lot of gamers hating this idea as encroaching on their own personal methods of world-building, I like it. I like the idea of rarity ratings helping to control things like the ubiquity of magic (and, by extension, magic shops). Insofar as they can be easily tweaked, this can serve as something like a series of generally helpful tables to let PCs know how easy or hard it is to find certain classes, to help judge how much military strength a village has, etc. Guidelines, without delving too deep into detail, tend to help world-building rather than inhibit it (IMO). [/QUOTE]
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The Utility of Class Rarity
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