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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Barbarian and Monk
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<blockquote data-quote="Blue" data-source="post: 7787923" data-attributes="member: 20564"><p>They got rid of it several editions back. Which is different than not using magic, but even there there are concepts with ancestral or primal magic since.</p><p></p><p>This is ... a departure though.</p><p></p><p></p><p></p><p>The classes are just a bunch of powers and class features. They are the lego blocks you use to define your character. Think of how many different concepts, and characters from stories, movies, and shows can be services by just the Fighter class. With multiclassing you really see how you can build with those powers and features to describe your concept. If your table is good with reskinning it's even more obvious that the mechanics are under the hood and not the concept.</p><p></p><p></p><p></p><p>And many RPGs go in that direction if that's what you want. Class/level is a tradition (read as: sacred cow) with D&D, and I'm glad that there are different expressions and rules so people can play the game that's right for their table by picking a game that supports it.</p><p></p><p>One thing with class is that it helps provide a framework of archetypical abilities without providing all of them to any one character, really fostering group dynamics and play.</p><p></p><p>Plus, static costs wouldn't work. Many features are multiplicative, cascading with other powers. So X, Y and Z might be a lot more powerful together. (Say Extra Attack, Attack Bonus, and Damage Bonus). If you price assuming a character will take all three, they are overpriced for characters who want to take just some. On the other hand if you price assuming that a character will take X, A, and M (unrelated features), then specialists will end up a lot more powerful. Either way you end up with only a few "correct" builds for the type of concept you want to build, so it's really a illusion of choice.</p></blockquote><p></p>
[QUOTE="Blue, post: 7787923, member: 20564"] They got rid of it several editions back. Which is different than not using magic, but even there there are concepts with ancestral or primal magic since. This is ... a departure though. The classes are just a bunch of powers and class features. They are the lego blocks you use to define your character. Think of how many different concepts, and characters from stories, movies, and shows can be services by just the Fighter class. With multiclassing you really see how you can build with those powers and features to describe your concept. If your table is good with reskinning it's even more obvious that the mechanics are under the hood and not the concept. And many RPGs go in that direction if that's what you want. Class/level is a tradition (read as: sacred cow) with D&D, and I'm glad that there are different expressions and rules so people can play the game that's right for their table by picking a game that supports it. One thing with class is that it helps provide a framework of archetypical abilities without providing all of them to any one character, really fostering group dynamics and play. Plus, static costs wouldn't work. Many features are multiplicative, cascading with other powers. So X, Y and Z might be a lot more powerful together. (Say Extra Attack, Attack Bonus, and Damage Bonus). If you price assuming a character will take all three, they are overpriced for characters who want to take just some. On the other hand if you price assuming that a character will take X, A, and M (unrelated features), then specialists will end up a lot more powerful. Either way you end up with only a few "correct" builds for the type of concept you want to build, so it's really a illusion of choice. [/QUOTE]
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Unearthed Arcana: Barbarian and Monk
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