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What defines a theme vs a class vs a background?
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<blockquote data-quote="Cerebral Paladin" data-source="post: 5942574" data-attributes="member: 3448"><p>I love the class, theme, background system as it's emerging. It works great. It doesn't take too long to build a character, but it builds characters who are more well-rounded and nuanced than just race and class. (In particular, backgrounds are what I really like--themes are nice, but backgrounds are great. They help tie characters to the world! They can generate plot hooks! They can spark role-playing! Great all around. But I like the whole system.)</p><p></p><p>But for those of you who view it as too complicated or too much develop-at-start--WotC has suggested that people who want a less complicated, more old-school game can just build characters without backgrounds, or without themes, or with neither. If you want to have themes and backgrounds, but develop-in-play, just delay picking them until 3rd level or whatever. It's a structure that works well with modularity.</p><p></p><p>The sticking point of course will be whether it shifts character balance--are fighters without themes less powerful than wizards without themes? But as long as it's not egregious, it lets those of us who really like backgrounds and themes use them, while those who don't like them can lose them.</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 5942574, member: 3448"] I love the class, theme, background system as it's emerging. It works great. It doesn't take too long to build a character, but it builds characters who are more well-rounded and nuanced than just race and class. (In particular, backgrounds are what I really like--themes are nice, but backgrounds are great. They help tie characters to the world! They can generate plot hooks! They can spark role-playing! Great all around. But I like the whole system.) But for those of you who view it as too complicated or too much develop-at-start--WotC has suggested that people who want a less complicated, more old-school game can just build characters without backgrounds, or without themes, or with neither. If you want to have themes and backgrounds, but develop-in-play, just delay picking them until 3rd level or whatever. It's a structure that works well with modularity. The sticking point of course will be whether it shifts character balance--are fighters without themes less powerful than wizards without themes? But as long as it's not egregious, it lets those of us who really like backgrounds and themes use them, while those who don't like them can lose them. [/QUOTE]
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What defines a theme vs a class vs a background?
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