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What Is Worthy of a Class?
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<blockquote data-quote="Lord_Blacksteel" data-source="post: 7652761" data-attributes="member: 53082"><p>There were plenty of groups playing it in the 80's and 90's, usually groups who came to it through Champions and saw 1E and 2E AD&D as tremendously limiting in character concepts. Some still do but I think 3E's unlimited multiclassing and the explosion of options for race/class/feat/skill handled a lot of that need for a lot of players.</p><p></p><p></p><p></p><p>What? There isn't any significant amount of homework needed for a 4E character to start out at 1st level. Stats, Race, Class (just like most versions of D&D, Feat, a few skills (like 3E) and then pick a pair of at-wills, an encounter power, and a daily power, some gear, and you're done! Use one of the character creation programs and all the details are right there on your character sheet! There is room for criticism of 4E but I don't see homework as one of them.</p><p></p><p></p><p></p><p>All 4E classes are not equally complex. Complexity is not just tied to a similar power structure unless all you do is build characters. If you actually play the game the different levels of complexity come from the options each character has in play. A bow ranger is one of the simplest characters to run at most levels as their choices mostly boil down to stand back and shoot something for damage. A Fighter is one of the more complex classes as there is a lot of tactical decision making each round regarding marking, positioning, and what the rest of the group is trying to do. There is more to complexity than how many things are listed on your character sheet.</p><p></p><p>As for the main article, class matters because it's one of the core elements of D&D and many other games. no, they are not essential to roleplaying, but they are essential to D&D. Classes have been a part of the game longer than races, and a version of D&D without them is something I wouldn't ever expect to see. Other games, sure, D&D, no.</p><p></p><p>Unlike some of the things discussed above I can't remember the last time I saw a DM designing new classes for a D&D game, but that would make an interesting supplement for Next. We saw some of this in the 2E Player's Option books, and in the 3.0 DMG. Why not try something similar as its own book for the new version? Even if it focused on a Prestige Class type approach rather than new base classes it could be interesting.</p><p></p><p>If we want to talk about number and differentiation between classes and "how much is enough" then set D&D aside for a moment and take a look at Rifts. Rifts classes are largely a collection of stat bonuses, skill bonuses, and gear with a few unique mechanics added in for some - spell casting, psychic powers, or regeneration and a breath weapon. For some classes, other than moving a few numbers around, the only difference is what kind of robot you get to drive! To D&D-only gamers that may seem like overkill but it seems to work for that particular game. Why?</p></blockquote><p></p>
[QUOTE="Lord_Blacksteel, post: 7652761, member: 53082"] There were plenty of groups playing it in the 80's and 90's, usually groups who came to it through Champions and saw 1E and 2E AD&D as tremendously limiting in character concepts. Some still do but I think 3E's unlimited multiclassing and the explosion of options for race/class/feat/skill handled a lot of that need for a lot of players. What? There isn't any significant amount of homework needed for a 4E character to start out at 1st level. Stats, Race, Class (just like most versions of D&D, Feat, a few skills (like 3E) and then pick a pair of at-wills, an encounter power, and a daily power, some gear, and you're done! Use one of the character creation programs and all the details are right there on your character sheet! There is room for criticism of 4E but I don't see homework as one of them. All 4E classes are not equally complex. Complexity is not just tied to a similar power structure unless all you do is build characters. If you actually play the game the different levels of complexity come from the options each character has in play. A bow ranger is one of the simplest characters to run at most levels as their choices mostly boil down to stand back and shoot something for damage. A Fighter is one of the more complex classes as there is a lot of tactical decision making each round regarding marking, positioning, and what the rest of the group is trying to do. There is more to complexity than how many things are listed on your character sheet. As for the main article, class matters because it's one of the core elements of D&D and many other games. no, they are not essential to roleplaying, but they are essential to D&D. Classes have been a part of the game longer than races, and a version of D&D without them is something I wouldn't ever expect to see. Other games, sure, D&D, no. Unlike some of the things discussed above I can't remember the last time I saw a DM designing new classes for a D&D game, but that would make an interesting supplement for Next. We saw some of this in the 2E Player's Option books, and in the 3.0 DMG. Why not try something similar as its own book for the new version? Even if it focused on a Prestige Class type approach rather than new base classes it could be interesting. If we want to talk about number and differentiation between classes and "how much is enough" then set D&D aside for a moment and take a look at Rifts. Rifts classes are largely a collection of stat bonuses, skill bonuses, and gear with a few unique mechanics added in for some - spell casting, psychic powers, or regeneration and a breath weapon. For some classes, other than moving a few numbers around, the only difference is what kind of robot you get to drive! To D&D-only gamers that may seem like overkill but it seems to work for that particular game. Why? [/QUOTE]
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