Scribe
Legend
There might not be a middle ground - but there is no excuse for claimung that the side you aren't on doesn't believe in consequences
Where did I say that?
There might not be a middle ground - but there is no excuse for claimung that the side you aren't on doesn't believe in consequences
It’s trivial to do classless PC design if needed, and generally players are content to use the core class mechanics.I'm of the opinion that what's good for the goose, is good for the gander. If NPCs can do it, PCs should be able to do it as well. If PCs can do it, NPCs should be able to do it as well.
To really engage with what you are describing, you'd need a classless system, and D&D isn't that kind of system.
Here (emphasis mine)Where did I say that?
As a player, if I was playing a Paladin (often enough) Cleric (rare) Warlock (very little because of this threads exact issue) and I acted against my oath/god/patron and there was no actual consequence? The game is less for it in my view.
But, I'm old and apparently out of touch with what good gaming looks like.
I don’t understand why you play a class based game.It’s trivial to do classless PC design if needed, and generally players are content to use the core class mechanics.
And I’m very upfront that the classes the PCs are using are only a fraction of the classes that exist in the multiverse, and plenty of NPCs break class boundaries because of special circumstances.
Classes and levels are both player-facing constructs for creating player characters that are "balanced" against each other. We know they are in-world constructs looking at NPCs with the same names that don't follow the same mechanics. This was established back in 2014 when the MM had NPCs like "Druid" with 4th level casting and no wildshape, and has continued since in every published adventure and monster book since.No. I'm saying the classes and levels are built to match the fiction. In the fiction the fledgling wannabe warlock contacts some unknown entity and blindly makes a pact. The rules call that level 1 warlock and give it the mechanic Level 1 Pact Magic.
Agreed, the ludodissonance when mechanics split from the narrative can be a huge issue. But remember it's really the effects of the mechanics. d20 + mod >= DC by itself isn't represented in-world, just the linear nature of skill vs. attempt. Same with classes, especially since as established the mechanical construct doesn't exist in-world.The fiction and mechanics need to be in alignment or it causes a disconnect.
The 2014!DMG does allow adding class levels for customizing non-PCs. But that technique is not actually used in a single published adventure or a single monster book.In 5e there are NPCs that do have them. I believe they took it out for 5.5e, but there's no reason a DM can't or shouldn't make NPCs with class levels.
Here (emphasis mine)
Well, it’s there and pretty popular.I don’t understand why you play a class based game.
We might as well be fair. What he's describing is pretty much a big part of the plot for a light novel series called "is it wrong to pickup girls in a dungeon". That plot thread between Bell & Hestia was pretty significantly altered/removed/reassigned in the anime to be between Bell & another adventurer for umm.... reasons.If it makes sense to you, thats all that matters.
We are talking Fantasy, where real Powers grant real Power, and yes, it can be taken away.
Either way, there is no middle ground here between us, we clearly see it from completely different perspectives, so enjoy, while I continue to see the Warlock as a really weak implementation.
What he's describing is pretty much a big part of the plot for a light novel series called "is it wrong to pickup girls in a dungeon".