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Three Traits of a Good Class
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<blockquote data-quote="howandwhy99" data-source="post: 7652931" data-attributes="member: 3192"><p>First, class is defined by behavior, not a unique set of abilities. What you are defining is, at best, highly unique subclasses of subclasses. It's more like an "Apple Computer" software programmer rather than a software programmer under the class of designer. In D&D, class is the role Players are playing at, learning, and gaining proficiency in. Fictional persona portrayals are irrelevant (though fun), the real challenge comes from mastery and prowess within the game. Subclasses are not here to sell the players a cool power or ability in a game. Subclasses should be the Custom Design option for players first and foremost. Sure, throw in a few for the starting campaign area. D&D has some traditional subclasses in it's historic setting. But let the players play the broad class and define their own unique approaches within it. Someone certainly could have played their Fighter into a Ranger or Paladin. Or, if they are really enterprising, they can write up their own subclass (or class!)and you can convert it to the game mechanics you're using behind the screen.</p><p></p><p>What makes a good core class? They have an identifiable behavior unlike any other. A Fighting-Man engages with everything as a combat. They live under the terms of power and control. A Magic-User engages with everything as an exploration of design. They grow through the process of learning and discovery. A Cleric engages with everything as a person. They spread their understanding to everything they encounter and thereby gain wisdom within their particular understanding based upon its relation to everything else. There are other means of designing classes, but not ones that challenge the players as games. The trick is, don't let your understanding of the world become the definition of every class. Don't make every class a designer, creator, or author, if you are one. Let the players engage with an imagined, yet existent exterior world, something they cannot do alone. Lastly, a core class must overlap in engagement with the game world in a potentially shared manner with the other classes. D&D classes are all adventurer-types, not home schoolers. A Class like "Innkeeper" isn't going to play well unless it's the only class available.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 7652931, member: 3192"] First, class is defined by behavior, not a unique set of abilities. What you are defining is, at best, highly unique subclasses of subclasses. It's more like an "Apple Computer" software programmer rather than a software programmer under the class of designer. In D&D, class is the role Players are playing at, learning, and gaining proficiency in. Fictional persona portrayals are irrelevant (though fun), the real challenge comes from mastery and prowess within the game. Subclasses are not here to sell the players a cool power or ability in a game. Subclasses should be the Custom Design option for players first and foremost. Sure, throw in a few for the starting campaign area. D&D has some traditional subclasses in it's historic setting. But let the players play the broad class and define their own unique approaches within it. Someone certainly could have played their Fighter into a Ranger or Paladin. Or, if they are really enterprising, they can write up their own subclass (or class!)and you can convert it to the game mechanics you're using behind the screen. What makes a good core class? They have an identifiable behavior unlike any other. A Fighting-Man engages with everything as a combat. They live under the terms of power and control. A Magic-User engages with everything as an exploration of design. They grow through the process of learning and discovery. A Cleric engages with everything as a person. They spread their understanding to everything they encounter and thereby gain wisdom within their particular understanding based upon its relation to everything else. There are other means of designing classes, but not ones that challenge the players as games. The trick is, don't let your understanding of the world become the definition of every class. Don't make every class a designer, creator, or author, if you are one. Let the players engage with an imagined, yet existent exterior world, something they cannot do alone. Lastly, a core class must overlap in engagement with the game world in a potentially shared manner with the other classes. D&D classes are all adventurer-types, not home schoolers. A Class like "Innkeeper" isn't going to play well unless it's the only class available. [/QUOTE]
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