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What makes a class?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5950728" data-attributes="member: 54877"><p>This is a practical concern that has to be considered, but it also has a practical flipside. Some of those players are so rigid, they might be better written off as "bad customers" that end up irritating the rest of your customers indirectly, by compromising the quality of the product in a (largely futile) effort to satisfy them. </p><p> </p><p>I know it's not cut and dried, but there are degrees of difference between accommodating your friends on game choice and pizza toppings. When one guy is allergic to white sauce, another doesn't much like science fiction, and two more like some comic relief, you can make it work. That one guy that always insists on playing Space Merchants using the Rolemaster system, and his pizza has to be anchovies, onions, and hot peppers? Not so much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>It's incumbent on the team to try their darn level best to produce a good bard, paladin, druid, ranger, etc. class. It's also incumbent on them that if one or two such classes just flat aren't working in an otherwise great design, admit it, and make the character possible some other way. Insisting that the class be there, no matter what, is a rigid ideological position--albeit not one driven by design theories. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5950728, member: 54877"] This is a practical concern that has to be considered, but it also has a practical flipside. Some of those players are so rigid, they might be better written off as "bad customers" that end up irritating the rest of your customers indirectly, by compromising the quality of the product in a (largely futile) effort to satisfy them. I know it's not cut and dried, but there are degrees of difference between accommodating your friends on game choice and pizza toppings. When one guy is allergic to white sauce, another doesn't much like science fiction, and two more like some comic relief, you can make it work. That one guy that always insists on playing Space Merchants using the Rolemaster system, and his pizza has to be anchovies, onions, and hot peppers? Not so much. :p It's incumbent on the team to try their darn level best to produce a good bard, paladin, druid, ranger, etc. class. It's also incumbent on them that if one or two such classes just flat aren't working in an otherwise great design, admit it, and make the character possible some other way. Insisting that the class be there, no matter what, is a rigid ideological position--albeit not one driven by design theories. :D [/QUOTE]
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