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General Tabletop Discussion
*Dungeons & Dragons
What kind of class design do you prefer?
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<blockquote data-quote="Blue" data-source="post: 8452815" data-attributes="member: 20564"><p>I want to be able to be mechanically supported playing the tropes and archetypes of my genre and my setting.</p><p></p><p>Now, if there's a grouping where many of them would make sense to have a similar chassis, while others are rather far apart, then that's how you represent that mechanically.</p><p></p><p>The idea of trying to shoehorn what should be covered so that meets some arbitrary decision to equalize the number of subclasses per class for symmetry seems to be harmful to good design. One way it gets rid of valid concepts that mechanically need to be expressed differently (e.g. as their own classes) but don't have the requisite number of reasonable variants, and the other way it causes needless duplication of basic features because you're only allowing a few subclasses per class but there's a grouping of archetypes that would be well established by a class but it's "too many".</p><p></p><p>The answer is: I want a varied amount of subclasses and classes to properly be able to mechanically support the concepts wanted without having to be balanced against arbitrary limits on number of classes or subclasses.</p></blockquote><p></p>
[QUOTE="Blue, post: 8452815, member: 20564"] I want to be able to be mechanically supported playing the tropes and archetypes of my genre and my setting. Now, if there's a grouping where many of them would make sense to have a similar chassis, while others are rather far apart, then that's how you represent that mechanically. The idea of trying to shoehorn what should be covered so that meets some arbitrary decision to equalize the number of subclasses per class for symmetry seems to be harmful to good design. One way it gets rid of valid concepts that mechanically need to be expressed differently (e.g. as their own classes) but don't have the requisite number of reasonable variants, and the other way it causes needless duplication of basic features because you're only allowing a few subclasses per class but there's a grouping of archetypes that would be well established by a class but it's "too many". The answer is: I want a varied amount of subclasses and classes to properly be able to mechanically support the concepts wanted without having to be balanced against arbitrary limits on number of classes or subclasses. [/QUOTE]
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What kind of class design do you prefer?
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