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General Tabletop Discussion
*Dungeons & Dragons
What kind of class design do you prefer?
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<blockquote data-quote="TwoSix" data-source="post: 8457405" data-attributes="member: 205"><p>I think there's really a few systemic questions you need to ask about character creation and growth before making this kind of decision; every system weights these questions a bit differently.</p><p></p><p>1) How much differentiation between characters, mechanically, should there be at character creation? [Assuming everyone wants characters with different personalities, so just focusing on mechanical differentiation.]</p><p>2. How much <em>customization</em> should there be at character creation? [A different question than 1; a large number of inflexible classes can allow high differentiation but low customization.]</p><p>3. How much customization should be allowed post-character creation, during the campaign? [3e and 4e allowed a ton (feats, powers, MCing, etc), 5e still has quite a bit, older versions fairly little to none.]</p><p>4. How much differentiation and change to the character should occur during the character leveling process? [Contrast a 5e fighter to a OD&D fighter, one gets a number of bespoke abilities, the other gets HPs and attack bonuses.]</p><p></p><p>Classes are really a means to an end for these questions; the real benefits to classes over point-buy is trope protection and dispersion of special abilities. </p><p></p><p>Personally, for D&D, I favor high amounts of 1, am flexible on 2, and actually prefer low amounts of 3 and 4. (I prefer D&D character growth to be through acquisition and gameplay rather than the player making bespoke choices from a menu. More magic items, less feats.)</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8457405, member: 205"] I think there's really a few systemic questions you need to ask about character creation and growth before making this kind of decision; every system weights these questions a bit differently. 1) How much differentiation between characters, mechanically, should there be at character creation? [Assuming everyone wants characters with different personalities, so just focusing on mechanical differentiation.] 2. How much [i]customization[/i] should there be at character creation? [A different question than 1; a large number of inflexible classes can allow high differentiation but low customization.] 3. How much customization should be allowed post-character creation, during the campaign? [3e and 4e allowed a ton (feats, powers, MCing, etc), 5e still has quite a bit, older versions fairly little to none.] 4. How much differentiation and change to the character should occur during the character leveling process? [Contrast a 5e fighter to a OD&D fighter, one gets a number of bespoke abilities, the other gets HPs and attack bonuses.] Classes are really a means to an end for these questions; the real benefits to classes over point-buy is trope protection and dispersion of special abilities. Personally, for D&D, I favor high amounts of 1, am flexible on 2, and actually prefer low amounts of 3 and 4. (I prefer D&D character growth to be through acquisition and gameplay rather than the player making bespoke choices from a menu. More magic items, less feats.) [/QUOTE]
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What kind of class design do you prefer?
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