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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="Charlaquin" data-source="post: 7329252" data-attributes="member: 6779196"><p>4e is an interesting case, because while it had a ton of classes, it avoided what I would consider class bloat by having crystal clear design rationale for every single one of them. They were able to accomplish this because of the Power Source/Role setup - every class was fully justified in having a full class dedicated to it, provided it had a unique combination of Power Source and Role (and in Essentials, secondary Power Source and secondary Role.) My ideal D&D would make Power Source and Role separate choices instead of being packaged together as a Class. However, I recognize that Classes are too much of a sacred cow in D&D, so my more realistic hope for D&D is to have sort of branching class design, where the root Class is a very broad archetype and equating roughly to Power Source (Warrior, Mage, maybe Mystic, maybe Expert), subclasses being more specific expressions of those broad archetypes and roughly equating to Role (Warrior - Knight, Skirmisher, Archer, etc. Mage - Scholar, Savant, Witch, etc. Mystic - Priest, Shaman, Spiritualist, etc. Expert - Criminal, Scout, Loremaster, etc.) and secondary sources and roles coming from specific build choices.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7329252, member: 6779196"] 4e is an interesting case, because while it had a ton of classes, it avoided what I would consider class bloat by having crystal clear design rationale for every single one of them. They were able to accomplish this because of the Power Source/Role setup - every class was fully justified in having a full class dedicated to it, provided it had a unique combination of Power Source and Role (and in Essentials, secondary Power Source and secondary Role.) My ideal D&D would make Power Source and Role separate choices instead of being packaged together as a Class. However, I recognize that Classes are too much of a sacred cow in D&D, so my more realistic hope for D&D is to have sort of branching class design, where the root Class is a very broad archetype and equating roughly to Power Source (Warrior, Mage, maybe Mystic, maybe Expert), subclasses being more specific expressions of those broad archetypes and roughly equating to Role (Warrior - Knight, Skirmisher, Archer, etc. Mage - Scholar, Savant, Witch, etc. Mystic - Priest, Shaman, Spiritualist, etc. Expert - Criminal, Scout, Loremaster, etc.) and secondary sources and roles coming from specific build choices. [/QUOTE]
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Community
General Tabletop Discussion
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Why the fixation with getting rid of everything but fighter/cleric/rogue/wizard?
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