Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Toward a Theory of 6th Edition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Guest 6801328" data-source="post: 7261702"><p>Just thinking out loud here, but doing so is more fun when somebody can hear you....</p><p></p><p>As the Ranger debate always illustrates, "class" seems to encapsulate multiple facets of an archetype in ways that make it impossible to design classes using a single-inheritance model. E.g., the "stealthy woodsman" archetype could inherit from Fighter, Barbarian, Rogue, Ranger, and even Druid.</p><p></p><p>It seems to me there are multiple dimensions we are trying to model with the single dimension of "class", and while two dimensions is still not a perfect fit, two might at least improve the situation.</p><p></p><p>What if concepts like "Woodsman" were turned into a template that were applied on top of any class, so that class became two choices from a matrix? (In theory the matrix could be incomplete; the "Druid Knight" for example might not be allowed, but my aesthetic preference would be for all options to be both viable and permissible.)</p><p></p><p>Where I struggle is in coming up with a decent list of these templates. Woodsman is the easy one, and as many people have pointed out, "Barbarian" is really something that should be applicable to any class. Barbarians, after all, have sorcerers and priests and thieves just like other cultures do. But after Woodsman and Barbarian, what are some other good ones? Knight? Noble? Tradesman? Tomb-raider? Warl....never mind.</p><p></p><p>They are starting to sound like Backgrounds.</p><p></p><p>Background already <em>is</em> a dimension, although it's currently a shallow dimension. So one option might be to simply make Backgrounds beefier, with more significant abilities that have a greater impact on mechanics. The thing I don't like about this is that I think there would probably be far fewer total backgrounds...but maybe not? I'm honestly torn on whether I think it's better to combine them, or keep Backgrounds as they are. </p><p></p><p>Pros of Using Backgrounds as Templates:</p><p> - Reduces number of major chargen decisions</p><p> - Avoids some redundancy since the concepts are somewhat similar (e.g., is "Outland" a Background or a Template?)</p><p> - Fewer structural changes</p><p></p><p>Cons of Using Backgrounds as Templates:</p><p> - Harder to create a well-designed Template than a Background, which means there would probably be fewer Backgrounds</p><p> - Corollary to the above, but adding a "ribbon" choice, from a large number of choices, just means that the overall matrix of available concepts is much greater.</p><p></p><p></p><p>Regardless of whether or not Backgrounds are used, what would these templates look like? My inclination is that they would not have abilities that unlock at specific levels the way classes do, but would have features that are all gained immediately, some of which scale with level. Some examples:</p><p> - Knight: increase your armor proficiency by one step. (Which might mean class armor proficiencies would be reduced one step.)</p><p> - Woodsman: difficult natural terrain does not reduce your movement</p><p> - Barbarian: Rage (redesigned so that it also boosts spell-casting and other things)</p><p> - Soldier: some kind of tactical warlord-y thing</p><p>Etc. etc. etc.</p><p></p><p>I could keep going, but I'm interested in your responses.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7261702"] Just thinking out loud here, but doing so is more fun when somebody can hear you.... As the Ranger debate always illustrates, "class" seems to encapsulate multiple facets of an archetype in ways that make it impossible to design classes using a single-inheritance model. E.g., the "stealthy woodsman" archetype could inherit from Fighter, Barbarian, Rogue, Ranger, and even Druid. It seems to me there are multiple dimensions we are trying to model with the single dimension of "class", and while two dimensions is still not a perfect fit, two might at least improve the situation. What if concepts like "Woodsman" were turned into a template that were applied on top of any class, so that class became two choices from a matrix? (In theory the matrix could be incomplete; the "Druid Knight" for example might not be allowed, but my aesthetic preference would be for all options to be both viable and permissible.) Where I struggle is in coming up with a decent list of these templates. Woodsman is the easy one, and as many people have pointed out, "Barbarian" is really something that should be applicable to any class. Barbarians, after all, have sorcerers and priests and thieves just like other cultures do. But after Woodsman and Barbarian, what are some other good ones? Knight? Noble? Tradesman? Tomb-raider? Warl....never mind. They are starting to sound like Backgrounds. Background already [I]is[/I] a dimension, although it's currently a shallow dimension. So one option might be to simply make Backgrounds beefier, with more significant abilities that have a greater impact on mechanics. The thing I don't like about this is that I think there would probably be far fewer total backgrounds...but maybe not? I'm honestly torn on whether I think it's better to combine them, or keep Backgrounds as they are. Pros of Using Backgrounds as Templates: - Reduces number of major chargen decisions - Avoids some redundancy since the concepts are somewhat similar (e.g., is "Outland" a Background or a Template?) - Fewer structural changes Cons of Using Backgrounds as Templates: - Harder to create a well-designed Template than a Background, which means there would probably be fewer Backgrounds - Corollary to the above, but adding a "ribbon" choice, from a large number of choices, just means that the overall matrix of available concepts is much greater. Regardless of whether or not Backgrounds are used, what would these templates look like? My inclination is that they would not have abilities that unlock at specific levels the way classes do, but would have features that are all gained immediately, some of which scale with level. Some examples: - Knight: increase your armor proficiency by one step. (Which might mean class armor proficiencies would be reduced one step.) - Woodsman: difficult natural terrain does not reduce your movement - Barbarian: Rage (redesigned so that it also boosts spell-casting and other things) - Soldier: some kind of tactical warlord-y thing Etc. etc. etc. I could keep going, but I'm interested in your responses. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Toward a Theory of 6th Edition
Top