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To Class or not to Class...
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<blockquote data-quote="steeldragons" data-source="post: 5684812" data-attributes="member: 92511"><p>Classes for me, please.</p><p></p><p>Well, more accurately, "<em>Base</em> classes, please."</p><p></p><p>Give me an array of say anywhere from 4 ("fighter, cleric, magic-use, thief" a la B/X, BECMI and really, by extention, AD&D is you think of things like "druid, assassin, ranger", et al. to be<em> sub</em>-classes) up to...maybe...10 or 12 (if you want to consider "barbarian, druid, specialist mages," etc... their own Base class). </p><p></p><p>Adding in "Prestige/Specialty classes" is a slippery slope, imo. With the, literal libraries full of classes from splatbooks, alternate systems, homebrews found online or magazine articles, even movie or tv characters providing inspiration, allowing players these kinds of individual "classes" can really bog down the gameworld.</p><p></p><p>And, for someone like me, who works his games into a long-crafted, well-developed world setting...doing so would just wreak havoc with the world's internal consistency. I have a few I honebrewed myself. But generally, for beginning players I like to keep it to the 12 "traditional" I use.</p><p></p><p>Obviously, it's completely a DM-by-DM/Group-by-group preference, and if you're willing to crack those floodgates, that is entirely your prerogative. </p><p></p><p>But seems to me, if you can't find/mold/create/build a character concept you want when given up-to-a-dozen classes, then you're just not trying.</p><p></p><p>I recall one...not "argument", but let's say "discussion" with a player who wanted to play a "bounty-hunter vampire-slayer" type character (it was some time ago. I <em>suspect</em> shortly after the movie "Van Helsing" came out...2003? -04?).</p><p></p><p>Went a lil' somethin' like this...</p><p></p><p>Player: "I want to be a vampire-slayer."</p><p></p><p>DM (moi): "Sure. No problem. You could be a Ranger, or a Rogue, maybe. Even just a Fighter. Then work in [x-y-z] skills/proficiencies. You could totally be that."</p><p></p><p>Player: "But I want to be a vampire-slayer." <blank look.></p><p></p><p>DM: <rubs temples> "You have x-number [I don't recall what was officially "on the table" back them] classes to choose from. Start with one of those and we'll go from there." </p><p></p><p>Needless to say "vampire-slayer" (as it's own class) never became an option in my games/world.</p><p></p><p>After a few pout-y sessions, all of which included at least one, "but if I was a vampire-slayer like I wanted, I could have blah, blah, blah" comment, the PC died (maybe by player choice, I don't know) and the player left the game. (I believe he'd started as a ranger -WHO, I might add, I do remember allowing to take "vampire" as his chosen foe instead of one of the "giant/humanoid races" from the list).</p><p></p><p>But I digress. </p><p></p><p>The <em>point</em> is, Yes, I like classes. I use classes. And I think everyone at the table (or almost everyone) benefits from having classes as a starting framework...especially beginner/new players.</p><p></p><p>Have fun and happy gaming.</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5684812, member: 92511"] Classes for me, please. Well, more accurately, "[I]Base[/I] classes, please." Give me an array of say anywhere from 4 ("fighter, cleric, magic-use, thief" a la B/X, BECMI and really, by extention, AD&D is you think of things like "druid, assassin, ranger", et al. to be[I] sub[/I]-classes) up to...maybe...10 or 12 (if you want to consider "barbarian, druid, specialist mages," etc... their own Base class). Adding in "Prestige/Specialty classes" is a slippery slope, imo. With the, literal libraries full of classes from splatbooks, alternate systems, homebrews found online or magazine articles, even movie or tv characters providing inspiration, allowing players these kinds of individual "classes" can really bog down the gameworld. And, for someone like me, who works his games into a long-crafted, well-developed world setting...doing so would just wreak havoc with the world's internal consistency. I have a few I honebrewed myself. But generally, for beginning players I like to keep it to the 12 "traditional" I use. Obviously, it's completely a DM-by-DM/Group-by-group preference, and if you're willing to crack those floodgates, that is entirely your prerogative. But seems to me, if you can't find/mold/create/build a character concept you want when given up-to-a-dozen classes, then you're just not trying. I recall one...not "argument", but let's say "discussion" with a player who wanted to play a "bounty-hunter vampire-slayer" type character (it was some time ago. I [I]suspect[/I] shortly after the movie "Van Helsing" came out...2003? -04?). Went a lil' somethin' like this... Player: "I want to be a vampire-slayer." DM (moi): "Sure. No problem. You could be a Ranger, or a Rogue, maybe. Even just a Fighter. Then work in [x-y-z] skills/proficiencies. You could totally be that." Player: "But I want to be a vampire-slayer." <blank look.> DM: <rubs temples> "You have x-number [I don't recall what was officially "on the table" back them] classes to choose from. Start with one of those and we'll go from there." Needless to say "vampire-slayer" (as it's own class) never became an option in my games/world. After a few pout-y sessions, all of which included at least one, "but if I was a vampire-slayer like I wanted, I could have blah, blah, blah" comment, the PC died (maybe by player choice, I don't know) and the player left the game. (I believe he'd started as a ranger -WHO, I might add, I do remember allowing to take "vampire" as his chosen foe instead of one of the "giant/humanoid races" from the list). But I digress. The [I]point[/I] is, Yes, I like classes. I use classes. And I think everyone at the table (or almost everyone) benefits from having classes as a starting framework...especially beginner/new players. Have fun and happy gaming. --Steel Dragons [/QUOTE]
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