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General Tabletop Discussion
*Dungeons & Dragons
What is the right amount of Classes for Dungeons and Dragons?
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<blockquote data-quote="Minigiant" data-source="post: 9360405" data-attributes="member: 63508"><p>Here is the core issue.</p><p></p><p><strong>Each class is supposed to have a unique mechanic or unique combination of two or more mechanics. </strong></p><p></p><p>For example the barbarian is not a fighter. </p><p>The barbarian is the Rage class.</p><p>Barbarian is defined by Rage which is a Power up mode. It can be powered by raw arcane/divine/primal magic, ancestral or nature spirits, or their own mental instability.</p><p></p><p>The barbarian cannot go back into a fighter because The fighter does not have a class mechanic that is equal in importance as rage. </p><p></p><p>And that's typically what creates a new class. </p><p>If you're trying to make a new character archetype and you cannot either </p><p></p><p>A) Make it within one of the existing class features</p><p>or</p><p>B) Swap out one class features for another while maintaining narrative or gameplay balance </p><p></p><p>You see this in the "cloistered cleric archetype"</p><p></p><p>A cleric can choose between heavy armor and martial weapons or bonus cantrips and some magicky stuff. There is no need to make a blaster cleric class. </p><p></p><p>However if you try to make turn undead and wild shape swappable it typically doesn't work because then typically not made of the same power level or narrative importance. So most RPG attempts to combine cleric and druid feel unsatisfactory.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9360405, member: 63508"] Here is the core issue. [B]Each class is supposed to have a unique mechanic or unique combination of two or more mechanics. [/B] For example the barbarian is not a fighter. The barbarian is the Rage class. Barbarian is defined by Rage which is a Power up mode. It can be powered by raw arcane/divine/primal magic, ancestral or nature spirits, or their own mental instability. The barbarian cannot go back into a fighter because The fighter does not have a class mechanic that is equal in importance as rage. And that's typically what creates a new class. If you're trying to make a new character archetype and you cannot either A) Make it within one of the existing class features or B) Swap out one class features for another while maintaining narrative or gameplay balance You see this in the "cloistered cleric archetype" A cleric can choose between heavy armor and martial weapons or bonus cantrips and some magicky stuff. There is no need to make a blaster cleric class. However if you try to make turn undead and wild shape swappable it typically doesn't work because then typically not made of the same power level or narrative importance. So most RPG attempts to combine cleric and druid feel unsatisfactory. [/QUOTE]
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What is the right amount of Classes for Dungeons and Dragons?
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