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General Tabletop Discussion
*Dungeons & Dragons
Why the fixation with getting rid of everything but fighter/cleric/rogue/wizard?
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<blockquote data-quote="BookBarbarian" data-source="post: 7325884" data-attributes="member: 6802553"><p>Complexity might not have been the correct word. To me it flows better when groups core concepts together. I'll explain further down below the next quote.</p><p></p><p></p><p></p><p>You bring up a good point. Though I do think some subclasses do alter character concept. A Wild Magic Sorcerer and a Draconic Bloodline Sorcerer seem very different in concept to me, as do Totem Warriors and Zealots.</p><p></p><p>Here is a scenario I face. For me it's something I see pretty often but for others that may not be so. I present the game to a new player, and show them the list of available classes, and they get overwhelmed.</p><p></p><p>"I just want to hit stuff" "I just want to kill stuff with magic" are some of the responses I get. With the current system, I say "Do you want to get mad and Hit stuff? Do you want hit stuff with Divine Power? Do you want to hit stuff with Technique gained through training?" or "Do you want to use Magic gained form Study? from Prayer? from a bargain with a questionable being? from an inherited genetic trait?". I often get the response "Can you just pick for me" so I do and that has had wildly varying results.</p><p></p><p>With concepts grouped together I can say "here's the Warrior class," or "here's the Mage class." This gives them a place to start. They can start thinking "My character is this." Which for some may make answering questions like "Where did you get your power from?" a little easier.</p><p></p><p>It has now occurred to me that I can present the classes to the players as The Warrior Classes, the Mage Classes, etc and have perhaps the same effect.</p><p></p><p>I'll try it and see how it works out.</p></blockquote><p></p>
[QUOTE="BookBarbarian, post: 7325884, member: 6802553"] Complexity might not have been the correct word. To me it flows better when groups core concepts together. I'll explain further down below the next quote. You bring up a good point. Though I do think some subclasses do alter character concept. A Wild Magic Sorcerer and a Draconic Bloodline Sorcerer seem very different in concept to me, as do Totem Warriors and Zealots. Here is a scenario I face. For me it's something I see pretty often but for others that may not be so. I present the game to a new player, and show them the list of available classes, and they get overwhelmed. "I just want to hit stuff" "I just want to kill stuff with magic" are some of the responses I get. With the current system, I say "Do you want to get mad and Hit stuff? Do you want hit stuff with Divine Power? Do you want to hit stuff with Technique gained through training?" or "Do you want to use Magic gained form Study? from Prayer? from a bargain with a questionable being? from an inherited genetic trait?". I often get the response "Can you just pick for me" so I do and that has had wildly varying results. With concepts grouped together I can say "here's the Warrior class," or "here's the Mage class." This gives them a place to start. They can start thinking "My character is this." Which for some may make answering questions like "Where did you get your power from?" a little easier. It has now occurred to me that I can present the classes to the players as The Warrior Classes, the Mage Classes, etc and have perhaps the same effect. I'll try it and see how it works out. [/QUOTE]
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Why the fixation with getting rid of everything but fighter/cleric/rogue/wizard?
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