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What Is The Point of A Class?
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<blockquote data-quote="Jhaelen" data-source="post: 7652846" data-attributes="member: 46713"><p>I fully agree with this view and tried to express basically the same thing in my comments to the previous article, albeit less eloquently <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>To recap: Either the setting or the central, recurring theme(s) of the game system inform the required classes. I.e. a game that is mostly about medieval politics will require classes that can deal with political encounters and have mostly social abilities and skills that will help them to survive the kind of machiavellian backstabbery that is to be expected.</p><p>Well, I currently don't have a particular home-made game world, but I've been thinking about the Earthdawn setting a lot. It features quite a few classes that are a bit unusual for your typical fantasy setting. Good examples are the Bard and Weaponsmith classes: The (main) reason they exist is because of the way magic items work in the Earthdawn RPG: In order to use the (mostly unique) Legendary items, the pcs have to find out details about their history and sometimes even re-create the epic deeds that defined them. This allows them to magically bind the items to themselves, unlocking more and more of their potential. Bards are the keepers of history in Earthdawn, knowing all about legends and the roles that magical items played in them and Weaponsmiths know everything about crafting armor and weapons and the most famous examples of their craft.</p><p></p><p>As another example, when I was thinking about creating a new rpg system, I started wondering why I've (almost) never seen an architect or engineer class in fantasy games. Shouldn't these professions be an ideal starting point for a dungeon-delving adventurer career? Basically, they would be a more intellectual representative of the role usually covered by a thief/rogue character. They would be good at mapping, discovering secret doors and rooms, picking locks and disarming and setting traps. But they might also be helpful in defending against or taking part in a siege or selecting and securing camp sites.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7652846, member: 46713"] I fully agree with this view and tried to express basically the same thing in my comments to the previous article, albeit less eloquently :) To recap: Either the setting or the central, recurring theme(s) of the game system inform the required classes. I.e. a game that is mostly about medieval politics will require classes that can deal with political encounters and have mostly social abilities and skills that will help them to survive the kind of machiavellian backstabbery that is to be expected. Well, I currently don't have a particular home-made game world, but I've been thinking about the Earthdawn setting a lot. It features quite a few classes that are a bit unusual for your typical fantasy setting. Good examples are the Bard and Weaponsmith classes: The (main) reason they exist is because of the way magic items work in the Earthdawn RPG: In order to use the (mostly unique) Legendary items, the pcs have to find out details about their history and sometimes even re-create the epic deeds that defined them. This allows them to magically bind the items to themselves, unlocking more and more of their potential. Bards are the keepers of history in Earthdawn, knowing all about legends and the roles that magical items played in them and Weaponsmiths know everything about crafting armor and weapons and the most famous examples of their craft. As another example, when I was thinking about creating a new rpg system, I started wondering why I've (almost) never seen an architect or engineer class in fantasy games. Shouldn't these professions be an ideal starting point for a dungeon-delving adventurer career? Basically, they would be a more intellectual representative of the role usually covered by a thief/rogue character. They would be good at mapping, discovering secret doors and rooms, picking locks and disarming and setting traps. But they might also be helpful in defending against or taking part in a siege or selecting and securing camp sites. [/QUOTE]
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