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<blockquote data-quote="Blue" data-source="post: 7553347" data-attributes="member: 20564"><p>No, it's not.. It's a single *concept*. It's just one that 5e isn't well suited to realize without the benefit of ...</p><p></p><p></p><p></p><p>You beat me to it. </p><p></p><p>You see, concepts have nothing to do with classes, races or anything mechanical. Those are just tools to help realize the concept in the game system. Really, most concepts can't be described well by any one game system. Pick a few characters from novels and movies and you'll see disagreement over how to mechanically realize them - what class(es), ability scores, etc. And they still won't be able to do everything they can in the source, and can probably do things they can't in the source.</p><p></p><p>Think of concepts as pencil marks all over a piece of paper. Now drop a dozen coins on the paper. These are what the classes can each model using it's mechanics. Some marks are covered by a coin - these are ones that we can use the class to model. Some concept, say an "archer", actually have coins overlapping it - this can be modeled using multiple classes. </p><p></p><p>Still the majority of concepts aren't under coins. What would be useful would be a way to stretch the reach between coins - concepts that are close to one, close to another, but neither coin covers it.</p><p></p><p>And there comes multiclassing. Multiclassing is just a way to take mechanics that models certain things and use them together, in a game balance way. It allows coins to stretch towards each other and therefor cover a lot more concepts without having to add more mechanics.</p><p></p><p>Now, there's still coins that are far apart and multiclassing doesn't work well to model the concepts between them. And there are concepts that are between a coin and the edge of the paper - no way for the mechanical model to stretch in that direction.</p><p></p><p>When I first introduced my daughter to D&D, she had scores of character concepts. None of which fit the classes well. It made me realize that because of playing the game for such a long time that I limited myself to character types that fit what the classes could easily mimic, and that I was self-censoring so many good ideas but ones that wouldn't be easy to model in the system.</p><p></p><p>But that doesn't mean they aren't great concepts, and ones that can be modeled more or less successfully in the mechanics of the game, especially when willing to stretch in various ways.</p><p></p><p>(Note: Charactr power is yet a different axis - If my concept is "the second best swordsman in the Empire", that's not something I'll be able to model with a 3rd level character.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7553347, member: 20564"] No, it's not.. It's a single *concept*. It's just one that 5e isn't well suited to realize without the benefit of ... You beat me to it. You see, concepts have nothing to do with classes, races or anything mechanical. Those are just tools to help realize the concept in the game system. Really, most concepts can't be described well by any one game system. Pick a few characters from novels and movies and you'll see disagreement over how to mechanically realize them - what class(es), ability scores, etc. And they still won't be able to do everything they can in the source, and can probably do things they can't in the source. Think of concepts as pencil marks all over a piece of paper. Now drop a dozen coins on the paper. These are what the classes can each model using it's mechanics. Some marks are covered by a coin - these are ones that we can use the class to model. Some concept, say an "archer", actually have coins overlapping it - this can be modeled using multiple classes. Still the majority of concepts aren't under coins. What would be useful would be a way to stretch the reach between coins - concepts that are close to one, close to another, but neither coin covers it. And there comes multiclassing. Multiclassing is just a way to take mechanics that models certain things and use them together, in a game balance way. It allows coins to stretch towards each other and therefor cover a lot more concepts without having to add more mechanics. Now, there's still coins that are far apart and multiclassing doesn't work well to model the concepts between them. And there are concepts that are between a coin and the edge of the paper - no way for the mechanical model to stretch in that direction. When I first introduced my daughter to D&D, she had scores of character concepts. None of which fit the classes well. It made me realize that because of playing the game for such a long time that I limited myself to character types that fit what the classes could easily mimic, and that I was self-censoring so many good ideas but ones that wouldn't be easy to model in the system. But that doesn't mean they aren't great concepts, and ones that can be modeled more or less successfully in the mechanics of the game, especially when willing to stretch in various ways. (Note: Charactr power is yet a different axis - If my concept is "the second best swordsman in the Empire", that's not something I'll be able to model with a 3rd level character.) [/QUOTE]
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