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General Tabletop Discussion
*Pathfinder & Starfinder
The Utility of Class Rarity
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<blockquote data-quote="Mercule" data-source="post: 5854808" data-attributes="member: 5100"><p>I like the idea of "rarity" for any of three purposes:</p><p>1) World-building. If you ever tried to randomly generate a nameless town (I ran an itinerant campaign) in late 3.5, the table in the DMG were worthless. To borrow from computer science, rarity provides an extensibility point.</p><p></p><p>2) Complexity/difficulty. I have no problem with the "fighters are for noobs, wizards are for vets" mentality from 1e -- though I like having sorcerer/warlock for noobs who like magic. Being able to immediately look at the complexity of a new class (PHB2, Dragon, whatever) would be helpful. I'd like them to rename it, though. And not make it a big deal. Hey, Hero System has pretty stop signs on problematic rules. Why not D&D?</p><p></p><p>3) Roleplaying, um, density. Assassins and paladins work poorly together. So did 1e barbarians and wizards. Having a marker for classes that have some baggage might be a good thing. Maybe the fighter is common because you always can use another meat shield, the re-renamed thief gets "uncommon" because stealing from the other PCs is somewhat rude, the paladin gets "rare" because of the 1e assumption of "evil-hating neutrals" or 4e antihero ideas can be a bit crimped by a holy knight-in-shining-armor for a conscience, and the assassin gets a "rare" because it takes a certain sort of group to be comfortable with wholesale murder for hire. Again, renaming and letting it be a footnote thing would be welcome.</p><p></p><p>There is no way to actually establish true rarity of a rules construct in a P&P RPG. I don't see any of the designers being dumb enough to try.</p></blockquote><p></p>
[QUOTE="Mercule, post: 5854808, member: 5100"] I like the idea of "rarity" for any of three purposes: 1) World-building. If you ever tried to randomly generate a nameless town (I ran an itinerant campaign) in late 3.5, the table in the DMG were worthless. To borrow from computer science, rarity provides an extensibility point. 2) Complexity/difficulty. I have no problem with the "fighters are for noobs, wizards are for vets" mentality from 1e -- though I like having sorcerer/warlock for noobs who like magic. Being able to immediately look at the complexity of a new class (PHB2, Dragon, whatever) would be helpful. I'd like them to rename it, though. And not make it a big deal. Hey, Hero System has pretty stop signs on problematic rules. Why not D&D? 3) Roleplaying, um, density. Assassins and paladins work poorly together. So did 1e barbarians and wizards. Having a marker for classes that have some baggage might be a good thing. Maybe the fighter is common because you always can use another meat shield, the re-renamed thief gets "uncommon" because stealing from the other PCs is somewhat rude, the paladin gets "rare" because of the 1e assumption of "evil-hating neutrals" or 4e antihero ideas can be a bit crimped by a holy knight-in-shining-armor for a conscience, and the assassin gets a "rare" because it takes a certain sort of group to be comfortable with wholesale murder for hire. Again, renaming and letting it be a footnote thing would be welcome. There is no way to actually establish true rarity of a rules construct in a P&P RPG. I don't see any of the designers being dumb enough to try. [/QUOTE]
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