Why are there Classes?

The Green Adam

First Post
I've purchased the 4E Core Books and after reading through character creation several times I'm faced with the nagging question...

Why are there Classes in 4E?

Its a question of design theory I suppose. If everyone hits based on half their level and each class chooses powers and abilities at the designated levels, how come WotC didn't just design the system so you could completely customize your character based on these choices?

For instance, it seems like they could have made it so you choose certain attribute/hit point/ armor packages that balanced out and then just go about choosing your abilities. Say you wanted to choose wizard powers and warlock powers; that would net you a certain number of building/package points that would make metal armor and a shield really expensive. Therefore, most spellcasters would be cloth users...unless...they took some kind of drawback that gave them more points or qualified them for a different package. I haven't really tried to work it out (yet) but just from what I've seen so far it looks like the classes are somewhat superficial paths to sets of abilities. Why not cut out the middle man and build the character you want out of all the available powers?

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I would have always like classless characters though I have always felt that way (and, yes, I know other systems do that -- not debating that here). But having said that, I think having predefined classes are there because
1) it is just too much of a staple item for the D&D brand name to drop
2) it makes it easier for people new to RPGs to have some core classes already defined, making the process of getting in to the game less daunting. And being psychologically accessible to new people is, I'm sure, always a goal for any game otherwise your base audience shrinks with no growth.

That's just my two cents on the topic.
 



Actually, the classes hp/armor/features do not balance. So there is no formula that could help there.

Wizard : Nor armor
Fighter : All but plates (6 feats)

Wizard : 10hp + 4/lvl
Fighter : 15hp + 6/lvl

Wizard : Implement mastery, spell book, ritualist (1 feat)
Fighter : +1 to attack (1h or 2h), combat challenge, combat superiority

Do they even out? Heck no.

But these features are in line with the roles of the classes.
 

The Green Adam said:
Why are there Classes in 4E?
It is to encourage a cooperative game and class roles. The idea being that if you are the weak guy who dies easily, you are going to want a tough guy who can take a lot of damage protecting you. If you are a tough guy who gets hit a lot, you are going to want someone to heal that damage. If you do a lot of damage, but wish you hit more often, then you are going to want someone to increase your bonus to hit.

Without class based restrictions, you can make a character who doesn't have a disadvantage. Characters without disadvantages don't work well together because they don't have to cooperate. Classes encourage cooperation.
 

fba827 said:
1) it is just too much of a staple item for the D&D brand name to drop.

Unlike 9 grid alignment, spells per day, monks, bards, gnomes, 1/2 orcs, druids, assassins, illusionists, familiars, summoning spells, animal companions, and... etc... ?

How many cows are left on this ranch anyway?

There may be good reasons, but this isn't one of them. I submit that the mother cow is dead, the herd is dead, the ranch is closed, and the cowboys are in the unemployment line. Any reasoning having anything to do with cows is just not viable anymore.
 

The Green Adam said:
how come WotC didn't just design the system so you could completely customize your character based on these choices?
1) It wouldn't be D&D.

2) Like level, hit points and alignment, classes are a highly abstract representation of reality which work well for game purposes because of their simplicity. Classes are a handy communication tool to tell the other players (and DM) what your PC's job is.
 

arcady said:
Unlike 9 grid alignment, spells per day, monks, bards, gnomes, 1/2 orcs, druids, assassins, illusionists, familiars, summoning spells, animal companions, and... etc... ?
Nice threadjack.

How many cows are left on this ranch anyway?
But just to answer your question...

Rolling d20s, Armor Class, Hit Points, Six Ability Scores, Saving Throws, Levels, XP, Longswords, +1 swords, spells based on level, Arcane and Divine magic are separate (wizards can't heal, clerics don't throw fireballs), Beholders/Mindflayers/Drow, Demons and Devils are separate entities, bags of holding, Wizards have Spell books, Elves/Dwarves/Halflings, Gnomes are in the MM (Just like 1e), three books (PHB, MM and DMG), Hand/Eye of Vecna are artifacts, and Bigby and Tenser monikered spells.

Just to name a few.
 

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